/***************************************************************************
 *     ANATOLIA 2.1 is copyright 1996-1997 Serdar BULUT, Ibrahim CANPUNAR  *
 *     ANATOLIA has been brought to you by ANATOLIA consortium		   *
 *	 Serdar BULUT {Chronos}		bulut@rorqual.cc.metu.edu.tr       *
 *	 Ibrahim Canpunar  {Asena}	canpunar@rorqual.cc.metu.edu.tr    *	
 *	 Murat BICER  {KIO}		mbicer@rorqual.cc.metu.edu.tr	   *	
 *	 D.Baris ACAR {Powerman}	dbacar@rorqual.cc.metu.edu.tr	   *	
 *     By using this code, you have agreed to follow the terms of the      *
 *     ANATOLIA license, in the file Anatolia/anatolia.licence             *	
 ***************************************************************************/

/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include <math.h>
#include "merc.h"

#define MAX_DAMAGE_MESSAGE 34

/* command procedures needed */
DECLARE_DO_FUN(do_emote		);
DECLARE_DO_FUN(do_berserk	);
DECLARE_DO_FUN(do_bash		);
DECLARE_DO_FUN(do_trip		);
DECLARE_DO_FUN(do_dirt		);
DECLARE_DO_FUN(do_flee		);
DECLARE_DO_FUN(do_kick		);
DECLARE_DO_FUN(do_disarm	);
DECLARE_DO_FUN(do_get		);
DECLARE_DO_FUN(do_recall	);
DECLARE_DO_FUN(do_yell		);
DECLARE_DO_FUN(do_sacrifice     );
DECLARE_DO_FUN(do_quit_count    );
DECLARE_DO_FUN(do_sleep		);
DECLARE_DO_FUN(do_tail		);
DECLARE_DO_FUN(do_crush		);
DECLARE_DO_FUN(do_dismount	);

DECLARE_SPELL_FUN(      spell_null              );

extern void do_visible( CHAR_DATA *ch, char *argument );

/*
 * Local functions.
 */
void	check_assist	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	check_dodge	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	check_parry	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	check_block	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	check_blink	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	check_hand	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	check_cross	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	dam_message	args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
			    int dt, bool immune ,int dam_type) );
void	death_cry	args( ( CHAR_DATA *ch ) );
void	death_cry_org	args( ( CHAR_DATA *ch, int part) );
void	group_gain	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int	xp_compute	args( ( CHAR_DATA *gch, CHAR_DATA *victim, 
			    int total_levels,int members ) );
bool	is_safe		args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	make_corpse	args( ( CHAR_DATA *ch ) );
void	one_hit		args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ,bool secondary) ); 
void    mob_hit		args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void	raw_kill	args( ( CHAR_DATA *victim ) );
void	raw_kill_org	args( ( CHAR_DATA *victim, int part ) );
void	set_fighting	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void	disarm		args( ( CHAR_DATA *ch, CHAR_DATA *victim ,int disarm_second) );
void	check_weapon_destroy	args( (CHAR_DATA *ch, CHAR_DATA *victim, bool second) );
void	damage_to_object	args( (CHAR_DATA *ch, OBJ_DATA *wield, OBJ_DATA *worn, int damage) );
int	critical_strike	args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) );
int	ground_strike	args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) );
void	check_shield_destroyed	args( (CHAR_DATA *ch, CHAR_DATA *victim, bool second) );
void	check_weapon_destroyed	args( (CHAR_DATA *ch, CHAR_DATA *victim, bool second) );


bool	mob_cast_mage	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool	mob_cast_cleric	args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void    say_spell       args( ( CHAR_DATA *ch, int sn ) );


/*
 * Control the fights going on.
 * Called periodically by update_handler.
 */
void violence_update( void )
{
    CHAR_DATA *ch;
    CHAR_DATA *ch_next;
    CHAR_DATA *victim;
    OBJ_DATA *obj;

    for ( ch = char_list; ch != NULL; ch = ch_next )
    {
	ch_next	= ch->next;

	if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL )
	    continue;


	if ( IS_AWAKE(ch) && ch->in_room == victim->in_room )
	    multi_hit( ch, victim, TYPE_UNDEFINED );
	else
	    stop_fighting( ch, FALSE );

	if ( ( victim = ch->fighting ) == NULL )
	    continue;

	if (!IS_NPC(victim))
	  ch->last_fought = victim;

/*	more efficient DOPPLEGANGER 
	if (!IS_NPC(victim))
	  ch->last_fought = 
	(is_affected(victim,gsn_doppelganger) && victim->doppel ) ? 
			victim->doppel : victim;
*/

	ch->last_fight_time = current_time;


	for (obj = ch->carrying;obj != NULL; obj = obj->next_content)
	  {
	    if (IS_SET(obj->progtypes,OPROG_FIGHT))
	    {
	      if (ch->fighting == NULL) break; /* previously death victims! */
	      (obj->pIndexData->oprogs->fight_prog) (obj,ch);
	    }
	  }

	if ((victim = ch->fighting) == NULL) continue; /* death victim */

	if (IS_SET(ch->progtypes,MPROG_FIGHT) && (ch->wait <= 0))
	  (ch->pIndexData->mprogs->fight_prog) (ch,victim);


	/*
	 * Fun for the whole family!
	 */
	check_assist(ch,victim);
    }

    return;
}

/* for auto assisting */
void check_assist(CHAR_DATA *ch,CHAR_DATA *victim)
{
    CHAR_DATA *rch, *rch_next;

    for (rch = ch->in_room->people; rch != NULL; rch = rch_next)
    {
	rch_next = rch->next_in_room;
	
	if (IS_AWAKE(rch) && rch->fighting == NULL)
	{

	    /* quick check for ASSIST_PLAYER */
	    if (!IS_NPC(ch) && IS_NPC(rch) 
	    && IS_SET(rch->off_flags,ASSIST_PLAYERS)
	    &&  rch->level + 6 > victim->level)
	    {
		do_emote(rch,"screams and attacks!");
		multi_hit(rch,victim,TYPE_UNDEFINED);
		continue;
	    }

	    /* PCs next */
	    if (!IS_NPC(rch) || IS_AFFECTED(rch,AFF_CHARM))
	    {
		if ( ( (!IS_NPC(rch) && IS_SET(rch->act,PLR_AUTOASSIST))
		||     IS_AFFECTED(rch,AFF_CHARM))
		&&   is_same_group(ch,rch) )
		    multi_hit (rch,victim,TYPE_UNDEFINED);
		
		continue;
	    }
  	
	    if (!IS_NPC(ch) && RIDDEN(rch) == ch )
	    {
		multi_hit(rch,victim,TYPE_UNDEFINED);
		continue;
	    }

	    /* now check the NPC cases */
	    
 	    if (IS_NPC(ch))
	
	    {
		if ( (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALL))

		||   (IS_NPC(rch) && RACE(rch) == RACE(ch) 
		   && IS_SET(rch->off_flags,ASSIST_RACE))

		||   (IS_NPC(rch) && IS_SET(rch->off_flags,ASSIST_ALIGN)
		   &&   ((IS_GOOD(rch)    && IS_GOOD(ch))
		     ||  (IS_EVIL(rch)    && IS_EVIL(ch))
		     ||  (IS_NEUTRAL(rch) && IS_NEUTRAL(ch)))) 

		||   (rch->pIndexData == ch->pIndexData 
		   && IS_SET(rch->off_flags,ASSIST_VNUM)))

	   	{
		    CHAR_DATA *vch;
		    CHAR_DATA *target;
		    int number;

		    if (number_bits(1) == 0)
			continue;
		
		    target = NULL;
		    number = 0;

		    for (vch = ch->in_room->people; vch; vch = vch->next_in_room)
		    {
			if (can_see(rch,vch)
			&&  is_same_group(vch,victim)
			&&  number_range(0,number) == 0)
			{
			    target = vch;
			    number++;
			}
		    }

		    if (target != NULL)
		    {
			do_emote(rch,"screams and attacks!");
			multi_hit(rch,target,TYPE_UNDEFINED);
		    }
		}	
	    }
	}
    }
}


/*
 * Do one group of attacks.
 */
void multi_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt )
{
    int     chance;

    /* decrement the wait */
    if (ch->desc == NULL)
	ch->wait = UMAX(0,ch->wait - PULSE_VIOLENCE);

    /* no attacks for stunnies -- just a check */
    if (ch->position < POS_RESTING)
	return;

    /* ridden's adjustment */
    if (RIDDEN(victim) && !IS_NPC(victim->mount))
	{
	 if (victim->mount->fighting == NULL
	     || victim->mount->fighting == ch) 
	 victim = victim->mount;
	 else do_dismount(victim->mount,"");
	}

    /* no attacks on ghosts or attacks by ghosts */
    if ((!IS_NPC(victim) && IS_SET(victim->act, PLR_GHOST)) ||
	(!IS_NPC(ch) && IS_SET(ch->act, PLR_GHOST)))
	return;

    if (IS_AFFECTED(ch,AFF_WEAK_STUN) ) 
	{
 act_color("$CYou are too stunned to respond $N's attack.$c",
		ch,NULL,victim,TO_CHAR,POS_FIGHTING,CLR_WHITE );
 act_color("$C$n is too stunned to respond your attack.$c",
		ch,NULL,victim,TO_VICT,POS_FIGHTING,CLR_WHITE );
 act_color("$C$n seems to be stunned.$c",
		ch,NULL,victim,TO_NOTVICT,POS_FIGHTING,CLR_WHITE );
	 REMOVE_BIT(ch->affected_by,AFF_WEAK_STUN);
	 return;
	}

    if (IS_AFFECTED(ch,AFF_STUN) )
	{
 act_color("$CYou are too stunned to respond $N's attack.$c",
		ch,NULL,victim,TO_CHAR,POS_FIGHTING,CLR_WHITE );
 act_color("$C$n is too stunned to respond your attack.$c",
		ch,NULL,victim,TO_VICT,POS_FIGHTING,CLR_WHITE );
 act_color("$C$n seems to be stunned.$c",
		ch,NULL,victim,TO_NOTVICT,POS_FIGHTING,CLR_WHITE );
	 affect_strip(ch,gsn_power_stun);
         SET_BIT(ch->affected_by,AFF_WEAK_STUN);
	 return;
	}

    if (IS_NPC(ch))
    {
	mob_hit(ch,victim,dt);
	return;
    }

    one_hit( ch, victim, dt ,FALSE);

    if (ch->fighting != victim)
	return;

   if (CLEVEL_OK(ch,gsn_area_attack) 
		&& number_percent() < get_skill(ch,gsn_area_attack) )
    {
	int count=0,max_count;
	CHAR_DATA *vch,*vch_next;
	
	check_improve( ch,gsn_area_attack, TRUE, 6);

	if (ch->level < 70)	max_count = 1;
	else if (ch->level < 80)	max_count = 2;
	else if (ch->level < 90)	max_count = 3;
	else max_count = 4;

	for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
	{
	    vch_next = vch->next_in_room;
	    if ((vch != victim && vch->fighting == ch))
		{ 
		 one_hit(ch,vch,dt,FALSE); 
		 count++; 
		}
	    if ( count == max_count ) break;
	}
    }

    if (IS_AFFECTED(ch,AFF_HASTE))
	one_hit(ch,victim,dt, FALSE);

    if ( ch->fighting != victim || dt == gsn_backstab || dt == gsn_cleave
	|| dt == gsn_ambush || dt == gsn_dual_backstab || dt == gsn_circle
	|| dt == gsn_assassinate || dt == gsn_vampiric_bite)
	return;

    chance = get_skill(ch,gsn_second_attack)/2;
    if ( number_percent( ) < chance )
    {
	one_hit( ch, victim, dt,FALSE );
	check_improve(ch,gsn_second_attack,TRUE,5);
	if ( ch->fighting != victim )
	    return;
    }

    chance = get_skill(ch,gsn_third_attack)/3;
    if ( number_percent( ) < chance )
    {
	one_hit( ch, victim, dt ,FALSE);
	check_improve(ch,gsn_third_attack,TRUE,6);
	if ( ch->fighting != victim )
	    return;
    }


    chance = get_skill(ch,gsn_fourth_attack)/5;
    if ( number_percent( ) < chance )
    {
	one_hit( ch, victim, dt ,FALSE);
	check_improve(ch,gsn_fourth_attack,TRUE,7);
	if ( ch->fighting != victim )
	    return;
    }

    chance = get_skill(ch,gsn_fifth_attack)/6;
    if ( number_percent( ) < chance )
    {
	one_hit( ch, victim, dt ,FALSE);
	check_improve(ch,gsn_fifth_attack,TRUE,8);
	if ( ch->fighting != victim )
	    return;
    }

    chance = 20 + (get_skill(ch,gsn_second_weapon) * 0.8);
    if ( number_percent( ) < chance )
    {
     if (get_wield_char(ch,TRUE))
	{
	 one_hit(ch , victim , dt, TRUE );
	 check_improve(ch, gsn_second_weapon,TRUE,2);
	 if (ch->fighting != victim )
		return;
	}
    }

    chance = get_skill(ch,gsn_secondary_attack) / 4;
    if ( number_percent( ) < chance )
    {
     if (get_wield_char(ch,TRUE))
	{
	 one_hit(ch , victim , dt, TRUE );
	 check_improve(ch, gsn_secondary_attack,TRUE,2);
	 if (ch->fighting != victim )
		return;
	}
    }

    return;
}

/* procedure for all mobile attacks */
void mob_hit (CHAR_DATA *ch, CHAR_DATA *victim, int dt)
{
    int chance,number;
    CHAR_DATA *vch, *vch_next;

    /* no attacks on ghosts */
    if (!IS_NPC(victim) && IS_SET(victim->act, PLR_GHOST))
	return;

    /* no attack by ridden mobiles except spec_casts */
    if (RIDDEN(ch) )
	{ 
	 if (ch->fighting != victim) set_fighting(ch,victim); 
	 return;
	}

    one_hit(ch,victim,dt,FALSE);

    if (ch->fighting != victim)
	return;

 
    /* Area attack -- BALLS nasty! */
 
    if (IS_SET(ch->off_flags,OFF_AREA_ATTACK))
    {
	for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
	{
	    vch_next = vch->next_in_room;
	    if ((vch != victim && vch->fighting == ch))
		one_hit(ch,vch,dt,FALSE);
	}
    }

    if (IS_AFFECTED(ch,AFF_HASTE) || IS_SET(ch->off_flags,OFF_FAST))
	one_hit(ch,victim,dt,FALSE);

    if (ch->fighting != victim || dt == gsn_backstab || dt == gsn_circle ||
	dt == gsn_dual_backstab || dt == gsn_cleave || dt == gsn_ambush
		|| dt == gsn_vampiric_bite)
	return;

    chance = get_skill(ch,gsn_second_attack)/2;
    if (number_percent() < chance)
    {
	one_hit(ch,victim,dt,FALSE);
	if (ch->fighting != victim)
	    return;
    }

    chance = get_skill(ch,gsn_third_attack)/4;
    if (number_percent() < chance)
    {
	one_hit(ch,victim,dt,FALSE);
	if (ch->fighting != victim)
	    return;
    } 

    chance = get_skill(ch,gsn_fourth_attack)/6;
    if ( number_percent( ) < chance )
    {
	one_hit( ch, victim, dt ,FALSE);
	if ( ch->fighting != victim )
	    return;
    }

    chance = get_skill(ch,gsn_second_weapon) / 2;
    if ( number_percent( ) < chance )
    {
     if (get_wield_char(ch,TRUE))
	{
	 one_hit(ch , victim , dt, TRUE );
	 if (ch->fighting != victim )
		return;
	}
    }

    if (IS_SET(ch->act,ACT_MAGE))
    { 
	if ( number_percent() < 60 &&  ch->spec_fun == NULL )
	{
	   mob_cast_mage(ch,victim); 
	   return;
	}
    }
 

    if (IS_SET(ch->act,ACT_CLERIC))
    { 
	if ( number_percent() < 60 &&  ch->spec_fun == NULL )
	{
	   mob_cast_cleric(ch,victim);
	   return;
	}
    } 

    /* PC waits */

    if (ch->wait > 0)
	return;

    /* now for the skills */

    number = number_range(0,7);

    switch(number) 
    {
    case (0) :
	if (IS_SET(ch->off_flags,OFF_BASH))
	    do_bash(ch,"");
	break;

    case (1) :
	if (IS_SET(ch->off_flags,OFF_BERSERK) && !IS_AFFECTED(ch,AFF_BERSERK))
	    do_berserk(ch,"");
	break;


    case (2) :
	if (IS_SET(ch->off_flags,OFF_DISARM) 
	|| (get_weapon_sn(ch,FALSE) != gsn_hand_to_hand 
	&& (IS_SET(ch->act,ACT_WARRIOR)
   	||  IS_SET(ch->act,ACT_THIEF))))
	    do_disarm(ch,"");
	break;

    case (3) :
	if (IS_SET(ch->off_flags,OFF_KICK))
	    do_kick(ch,"");
	break;

    case (4) :
	if (IS_SET(ch->off_flags,OFF_KICK_DIRT))
	    do_dirt(ch,"");
	break;

    case (5) :
	if (IS_SET(ch->off_flags,OFF_TAIL))
	  do_tail(ch,"");
	break; 

    case (6) :
	if (IS_SET(ch->off_flags,OFF_TRIP))
	    do_trip(ch,"");
	break;
    case (7) :
	if (IS_SET(ch->off_flags,OFF_CRUSH))
	    do_crush(ch,"");
	break;
    }
}
	
/*
 * Hit one guy once.
 */
void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int dt ,bool secondary)
{
    OBJ_DATA *wield;
    int victim_ac;
    int thac0;
    int thac0_00;
    int thac0_32;
    int dam;
    int diceroll;
    int sn,skill;
    int dam_type;
    bool counter;
    bool yell;
    bool result;
    OBJ_DATA *corpse;
    int sercount;

    sn = -1;
    counter = FALSE;

    if (victim->fighting == ch)
      yell = FALSE;
    else yell = TRUE;

    /* just in case */
    if (victim == ch || ch == NULL || victim == NULL)
	return;

    /* ghosts can't fight */
    if ((!IS_NPC(victim) && IS_SET(victim->act, PLR_GHOST)) ||
	(!IS_NPC(ch) && IS_SET(ch->act, PLR_GHOST)))
	return;

    /*
     * Can't beat a dead char!
     * Guard against weird room-leavings.
     */
    if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
	return;

    /*
     * Figure out the type of damage message.
     */
  
    wield = get_wield_char( ch, secondary );

    /*
     * if there is no weapon held by pro-hand, and there is a weapon
     * in the other hand, than don't fight with punch.
     */
    if (!secondary && dt == TYPE_UNDEFINED 
	&& wield == NULL && get_wield_char(ch, TRUE))
    {
	if (ch->fighting != victim) 
	{
	    secondary = TRUE;
	    wield = get_wield_char(ch, secondary);
	}
	else return;
    }

    if ( dt == TYPE_UNDEFINED )
    {
	dt = TYPE_HIT;
	if ( wield != NULL && wield->item_type == ITEM_WEAPON )
	    dt += wield->value[3];
	else 
	    dt += ch->dam_type;
    }

    if (dt < TYPE_HIT)
    	if (wield != NULL)
    	    dam_type = attack_table[wield->value[3]].damage;
    	else
    	    dam_type = attack_table[ch->dam_type].damage;
    else
    	dam_type = attack_table[dt - TYPE_HIT].damage;

    if (dam_type == -1)
	dam_type = DAM_BASH;

    /* get the weapon skill */
    sn = get_weapon_sn(ch,secondary);
    skill = 20 + get_weapon_skill(ch,sn);

    /*
     * Calculate to-hit-armor-class-0 versus armor.
     */
    if ( IS_NPC(ch) )
    {
	thac0_00 = 20;
	thac0_32 = -4;   /* as good as a thief */ 
	if (IS_SET(ch->act,ACT_WARRIOR))
	    thac0_32 = -10;
	else if (IS_SET(ch->act,ACT_THIEF))
	    thac0_32 = -4;
	else if (IS_SET(ch->act,ACT_CLERIC))
	    thac0_32 = 2;
	else if (IS_SET(ch->act,ACT_MAGE))
	    thac0_32 = 6;
    }
    else
    {
	thac0_00 = class_table[ch->class].thac0_00;
	thac0_32 = class_table[ch->class].thac0_32;
    }

    thac0  = interpolate( ch->level, thac0_00, thac0_32 );

    if (thac0 < 0)
        thac0 = thac0/2;

    if (thac0 < -5)
        thac0 = -5 + (thac0 + 5) / 2;

    thac0 -= GET_HITROLL(ch) * skill/100;
    thac0 += 5 * (100 - skill) / 100;

    if (dt == gsn_backstab)
	thac0 -= 10 * (100 - get_skill(ch,gsn_backstab));

    if (dt == gsn_dual_backstab)
        thac0 -= 10 * (100 - get_skill(ch,gsn_dual_backstab));

    if (dt == gsn_cleave)
        thac0 -= 10 * (100 - get_skill(ch,gsn_cleave));

    if (dt == gsn_ambush)
        thac0 -= 10 * (100 - get_skill(ch,gsn_ambush));

    if (dt == gsn_vampiric_bite)
	thac0 -= 10 * (100 - get_skill(ch,gsn_vampiric_bite));

    switch(dam_type)
    {
	case(DAM_PIERCE):victim_ac = GET_AC(victim,AC_PIERCE)/10;	break;
	case(DAM_BASH):	 victim_ac = GET_AC(victim,AC_BASH)/10;		break;
	case(DAM_SLASH): victim_ac = GET_AC(victim,AC_SLASH)/10;	break;
	default:	 victim_ac = GET_AC(victim,AC_EXOTIC)/10;	break;
    }; 
	
    if (victim_ac < -15)
	victim_ac = (victim_ac + 15) / 5 - 15;
     
    if ( get_skill(victim,gsn_armor_use) > 70)
	{
	 check_improve(victim,gsn_armor_use,TRUE,8);
	 victim_ac -= (victim->level) / 2;
	}

    if ( !can_see( ch, victim ) )
	{
	 if ( ch->level > skill_table[gsn_blind_fighting].skill_level[ch->class]
		&& number_percent() < get_skill(ch,gsn_blind_fighting) )
		{
		 check_improve(ch,gsn_blind_fighting,TRUE,16);
		}
	 else victim_ac -= 4;
	}

    if ( victim->position < POS_FIGHTING)
	victim_ac += 4;
 
    if (victim->position < POS_RESTING)
	victim_ac += 6;

    /*
     * The moment of excitement!
     */
    while ( ( diceroll = number_bits( 5 ) ) >= 20 )
	;

    if ( diceroll == 0
    || ( diceroll != 19 && diceroll < thac0 - victim_ac ) )
    {
	/* Miss. */
	damage( ch, victim, 0, dt, dam_type, TRUE );
	tail_chain( );
	return;
    }

    /*
     * Hit.
     * Calc damage.
     */


    if ( IS_NPC(ch) && (!ch->pIndexData->new_format || wield == NULL))
	if (!ch->pIndexData->new_format)
	{
	    dam = number_range( ch->level / 2, ch->level * 3 / 2 );
	    if ( wield != NULL )
	    	dam += dam / 2;
	}
	else
	    dam = dice(ch->damage[DICE_NUMBER],ch->damage[DICE_TYPE]);
	
    else
    {
	if (sn != -1)
	    check_improve(ch,sn,TRUE,5);
	if ( wield != NULL )
	{
	    if (wield->pIndexData->new_format)
		dam = dice(wield->value[1],wield->value[2]) * skill/100;
	    else
	    	dam = number_range( wield->value[1] * skill/100, 
				wield->value[2] * skill/100);

	    if (get_shield_char(ch) == NULL)  /* no shield = more */
		dam = dam * 21/20;

            /* sharpness! */
            if (IS_WEAPON_STAT(wield,WEAPON_SHARP))
            {
                int percent;

                if ((percent = number_percent()) <= (skill / 8))
                    dam = 2 * dam + (dam * 2 * percent / 100);
            }
	    /* holy weapon */
            if (IS_WEAPON_STAT(wield,WEAPON_HOLY) &&
		  IS_GOOD(ch) && IS_EVIL(victim) && number_percent() < 30)
            {
		act_color("$C$p shines with a holy area.$c",
			ch,wield,NULL,TO_CHAR,POS_DEAD,CLR_YELLOW);
		act_color("$C$p shines with a holy area.$c",
			ch,wield,NULL,TO_ROOM,POS_DEAD,CLR_YELLOW);
                dam += dam * 120 / 100;
            }
	}
	else
	{
	  if (CLEVEL_OK(ch, gsn_hand_to_hand))
	  {
	      if (number_percent() < get_skill(ch, gsn_hand_to_hand) )
		dam = number_range(4+ch->level/10, 2*ch->level/3) * skill/100;
	      else 
	      {
		dam = number_range(5, ch->level / 2) * skill/100;
		check_improve(ch, gsn_hand_to_hand, FALSE, 5);
	      }
	  }
	  else dam = number_range(5, ch->level / 2) * skill/100;

	  if ( get_skill(ch,gsn_master_hand) > 0 )
    	  {
	     int d;

       	    if ((d=number_percent()) <= get_skill(ch,gsn_master_hand))
       	    {
		check_improve(ch,gsn_master_hand,TRUE,6);
            	dam *= 2;
		if ( d < 10 )
		{
		   SET_BIT(victim->affected_by,AFF_WEAK_STUN);
		   act_color("$CYou hit $N with a stunning force!$c",
			ch,NULL,victim,TO_CHAR,POS_DEAD,CLR_RED);
		   act_color("$C$n hit you with a stunning force!$c",
			ch,NULL,victim,TO_VICT,POS_DEAD,CLR_RED);
		   act_color("$C$n hits $N with a stunning force!$c",
			ch,NULL,victim,TO_NOTVICT,POS_DEAD,CLR_RED);
            	   check_improve(ch,gsn_master_hand,TRUE,6);
		}
       	    }
	           
	  }

	}
    }

    /*
     * Bonuses.
     */    
    if ( get_skill(ch,gsn_enhanced_damage) > 0 )
    {
        diceroll = number_percent();
        if (diceroll <= get_skill(ch,gsn_enhanced_damage))
        {
	    int div;
            check_improve(ch,gsn_enhanced_damage,TRUE,6);
	    div = (ch->class == CLASS_WARRIOR) ? 100 : 
			(ch->class == CLASS_CLERIC) ? 130 : 114;
            dam += dam * diceroll/div;
        }
    }

    if ( get_skill(ch,gsn_master_sword) > 0 && sn== gsn_sword)
    {
        if (number_percent() <= get_skill(ch,gsn_master_sword))
        {
	    OBJ_DATA *katana;

            check_improve(ch,gsn_master_sword,TRUE,6);
            dam += dam * 110 /100;

	    if ( (katana = get_wield_char(ch,FALSE)) != NULL )
	    {
	      AFFECT_DATA *paf;

	      if ( IS_WEAPON_STAT(katana,WEAPON_KATANA) 
		  && strstr(katana->extra_descr->description,ch->name) != NULL )
	      {
		katana->cost++;
		if (katana->cost > 249)
		{
		   paf =  affect_find(katana->affected,gsn_katana);
		   if (paf != NULL)
		   {
			int old_mod = paf->modifier;			 
			paf->modifier = UMIN((paf->modifier+1),(ch->level / 3));
			ch->hitroll += paf->modifier - old_mod;
			if (paf->next != NULL)
			{
				 paf->next->modifier = paf->modifier;
				 ch->damroll += paf->modifier - old_mod;
			}
			act("$n's katana glows blue.\n\r",ch,NULL,NULL,TO_ROOM);
			send_to_char("Your katana glows blue.\n\r",ch);
		   }
		   katana->cost = 0;
		}
	      }
	    }
	    else if ( (katana=get_wield_char(ch,TRUE)) != NULL)
	    {
	      AFFECT_DATA *paf;

	      if ( IS_WEAPON_STAT(katana,WEAPON_KATANA) 
		  && strstr(katana->extra_descr->description,ch->name) != NULL )
	      {
		katana->cost++;
		if (katana->cost > 249)
		{
		   paf =  affect_find(katana->affected,gsn_katana);
		   if (paf != NULL)
		   {
			int old_mod = paf->modifier;			 
			paf->modifier = UMIN((paf->modifier+1),(ch->level / 3));
			ch->hitroll += paf->modifier - old_mod;
			if (paf->next != NULL)
			{
				 paf->next->modifier = paf->modifier;
				 ch->damroll += paf->modifier - old_mod;
			}
			act("$n's katana glows blue.\n\r",ch,NULL,NULL,TO_ROOM);
			send_to_char("Your katana glows blue.\n\r",ch);
		   }
		   katana->cost = 0;
		}
	      }
	    }
        }
    }

    if ( !IS_AWAKE(victim) )
	dam *= 2;
     else if (victim->position < POS_FIGHTING)
	dam = dam * 3 / 2;

    sercount = number_percent();

    if (dt==gsn_backstab || dt==gsn_vampiric_bite)
	sercount += 40;  /* 80% chance decrease of counter */

    if ( victim->last_fight_time != -1 && 
        (current_time - victim->last_fight_time) < FIGHT_DELAY_TIME) 
	sercount += 25;	/* 50% chance decrease of counter */

    sercount *= 2;

    if (victim->fighting == NULL && !IS_NPC(victim) &&
	 !is_safe_nomessage(victim, ch) && !is_safe_nomessage(ch,victim) &&
	(victim->position == POS_SITTING || victim->position == POS_STANDING)
	&& dt != gsn_assassinate &&
	(sercount <= get_skill(victim,gsn_counter) ))
      {
	counter = TRUE;
	check_improve(victim,gsn_counter,TRUE,1);
	act("$N turns your attack against you!",ch,NULL,victim,TO_CHAR);
	act("You turn $n's attack against $m!",ch,NULL,victim,TO_VICT);
	act("$N turns $n's attack against $m!",ch,NULL,victim,TO_NOTVICT);
	ch->fighting = victim;
      }
    else if (!victim->fighting) check_improve(victim,gsn_counter,FALSE,1);

    if ( dt == gsn_backstab && wield != NULL) 
      dam = (1 + ch->level/10) * dam + ch->level;

    else if ( dt == gsn_dual_backstab && wield != NULL)
      dam = (1 + ch->level/14) * dam + ch->level;

    else if (dt == gsn_circle)
      dam = (ch->level/40 + 1) * dam + ch->level;

    else if ( dt == gsn_vampiric_bite && IS_VAMPIRE(ch)) 
      dam = (ch->level/20 + 1) * dam + ch->level;

    else if ( dt == gsn_cleave && wield != NULL)
      {
	if (number_percent() < URANGE(4, 5+(ch->level-victim->level),10) && !counter)
	  {
	    act_color("Your cleave chops $N $CIN HALF!$c",
		      ch,NULL,victim,TO_CHAR,POS_RESTING,CLR_RED);
	    act_color("$n's cleave chops you $CIN HALF!$c",
		      ch,NULL,victim,TO_VICT,POS_RESTING,CLR_RED);
	    act_color("$n's cleave chops $N $CIN HALF!$c",
		      ch,NULL,victim,TO_NOTVICT,POS_RESTING,CLR_RED);
	    send_to_char("You have been KILLED!\n\r",victim);
	    act("$n is DEAD!",victim,NULL,NULL,TO_ROOM);
	    WAIT_STATE( ch, 2 );
	    raw_kill(victim);
	    if ( !IS_NPC(ch) && IS_NPC(victim) )
	      {
		corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); 
		
		if ( IS_SET(ch->act, PLR_AUTOLOOT) &&
		    corpse && corpse->contains) /* exists and not empty */
		  do_get( ch, "all corpse" );
		
		if (IS_SET(ch->act,PLR_AUTOGOLD) &&
		    corpse && corpse->contains  && /* exists and not empty */
		    !IS_SET(ch->act,PLR_AUTOLOOT))  {
		  do_get(ch, "gold corpse");
		  do_get(ch, "silver corpse");
		}

		if ( IS_SET(ch->act, PLR_AUTOSAC) )
		  if (IS_SET(ch->act,PLR_AUTOLOOT) && corpse
		      && corpse->contains)
		    return;  /* leave if corpse has treasure */
		  else
		    do_sacrifice( ch, "corpse" );
	      }
	    return;
	  }
	else dam = (dam * 2 + ch->level);
      }

    if (dt == gsn_assassinate)
      {
	if (number_percent() <= URANGE(10, 20+(ch->level-victim->level)*2, 50) && !counter)
	  {
	    act_color("You $C+++ASSASSINATE+++$c $N!",ch,NULL,victim,TO_CHAR,
		      POS_RESTING,CLR_RED);
	    act("$N is DEAD!",ch,NULL,victim,TO_CHAR);
	    act_color("$n $C+++ASSASSINATES+++$c $N!",ch,NULL,victim,
		      TO_NOTVICT,POS_RESTING,CLR_RED);
	    act("$N is DEAD!",ch,NULL,victim,TO_NOTVICT);
	    act_color("$n $C+++ASSASSINATES+++$c you!",ch,NULL,victim,
		      TO_VICT,POS_DEAD,CLR_RED);
	    send_to_char("You have been KILLED!\n\r",victim);
	    check_improve(ch,gsn_assassinate,TRUE,1);
	    raw_kill(victim);
	    if ( !IS_NPC(ch) && IS_NPC(victim) )
	      {
		corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); 
		
		if ( IS_SET(ch->act, PLR_AUTOLOOT) &&
		    corpse && corpse->contains) /* exists and not empty */
		  do_get( ch, "all corpse" );
		
		if (IS_SET(ch->act,PLR_AUTOGOLD) &&
		    corpse && corpse->contains  && /* exists and not empty */
		    !IS_SET(ch->act,PLR_AUTOLOOT))
		  do_get(ch, "gold corpse");
		
		if ( IS_SET(ch->act, PLR_AUTOSAC) )
		  if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse
		      && corpse->contains)
		    return;  /* leave if corpse has treasure */
		  else
		    do_sacrifice( ch, "corpse" );
	      }
	    return;

	  }
	else 
	  {
	    check_improve(ch,gsn_assassinate,FALSE,1);
	    dam *= 2;
	  }
      }

	
    dam += GET_DAMROLL(ch) * UMIN(100,skill) /100;

    if (dt == gsn_ambush)
      dam *= 3;

    if (!IS_NPC(ch) && get_skill(ch,gsn_deathblow) > 1 &&
	ch->level >= skill_table[gsn_deathblow].skill_level[ch->class] )
      {
	if (number_percent() < 0.125 * get_skill(ch,gsn_deathblow))
	  {
	    act("You deliver a blow of deadly force!",ch,NULL,NULL,TO_CHAR);
	    act("$n delivers a blow of deadly force!",ch,NULL,NULL,TO_ROOM);
	    if (cabal_ok(ch,gsn_deathblow)) {
	      dam *= ((float)ch->level) / 20;
	      check_improve(ch,gsn_deathblow,TRUE,1);
	    }
	  }
	else check_improve(ch,gsn_deathblow,FALSE,3);
      }

    if ( dam <= 0 )
	dam = 1;

    if (counter)
      {
	result = damage(ch,ch,2*dam,dt,dam_type,TRUE);
	multi_hit(victim,ch,TYPE_UNDEFINED);
      }
    else result = damage( ch, victim, dam, dt, dam_type, TRUE );

    /* vampiric bite gives hp to ch from victim */
	if (dt == gsn_vampiric_bite)
	{
	 int hit_ga = UMIN( (dam / 2 ), victim->max_hit );

	 ch->hit += hit_ga;
    	 ch->hit  = UMIN( ch->hit , ch->max_hit);
	 update_pos( ch );
    send_to_char("Your health increases as you suck your victim's blood.\n\r",ch);
	}

    /* but do we have a funky weapon? */
    if (result && wield != NULL)
    {
        int dam;

        if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_POISON))
        {
            int level;
            AFFECT_DATA *poison, af;

            if ((poison = affect_find(wield->affected,gsn_poison)) == NULL)
                level = wield->level;
            else
                level = poison->level;
            if (!saves_spell(level / 2,victim,DAM_POISON))
            {
                send_to_char("You feel poison coursing through your veins.\n\r",
                    victim);
                act("$n is poisoned by the venom on $p.",
                    victim,wield,NULL,TO_ROOM);

                af.where     = TO_AFFECTS;
                af.type      = gsn_poison;
                af.level     = level * 3/4;
                af.duration  = level / 2;
                af.location  = APPLY_STR;
                af.modifier  = -1;
                af.bitvector = AFF_POISON;
                affect_join( victim, &af );
            }

            /* weaken the poison if it's temporary */
            if (poison != NULL)
            {
                poison->level = UMAX(0,poison->level - 2);
                poison->duration = UMAX(0,poison->duration - 1);
                if (poison->level == 0 || poison->duration == 0)
                    act("The poison on $p has worn off.",ch,wield,NULL,TO_CHAR);
            }
        }
        if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_VAMPIRIC))
        {
            dam = number_range(1, wield->level / 5 + 1);
            act("$p draws life from $n.",victim,wield,NULL,TO_ROOM);
            act("You feel $p drawing your life away.",
                victim,wield,NULL,TO_CHAR);
            damage(ch,victim,dam,0,DAM_NEGATIVE,FALSE);
            ch->hit += dam/2;
        }
        if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FLAMING))
        {
            dam = number_range(1,wield->level / 4 + 1);
            act("$n is burned by $p.",victim,wield,NULL,TO_ROOM);
            act("$p sears your flesh.",victim,wield,NULL,TO_CHAR);
            fire_effect( (void *) victim,wield->level/2,dam,TARGET_CHAR);
            damage(ch,victim,dam,0,DAM_FIRE,FALSE);
        }
        if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_FROST))
        {
            dam = number_range(1,wield->level / 6 + 2);
            act("$p freezes $n.",victim,wield,NULL,TO_ROOM);
            act("The cold touch of $p surrounds you with ice.",
                victim,wield,NULL,TO_CHAR);
            cold_effect(victim,wield->level/2,dam,TARGET_CHAR);
            damage(ch,victim,dam,0,DAM_COLD,FALSE);
        }
        if (ch->fighting == victim && IS_WEAPON_STAT(wield,WEAPON_SHOCKING))
        {
            dam = number_range(1,wield->level/5 + 2);
            act("$n is struck by lightning from $p.",victim,wield,NULL,TO_ROOM);
            act("You are shocked by $p.",victim,wield,NULL,TO_CHAR);
            shock_effect(victim,wield->level/2,dam,TARGET_CHAR);
            damage(ch,victim,dam,0,DAM_LIGHTNING,FALSE);
        }
    }

    tail_chain( );
    return;
}



/*
 * Inflict damage from a hit.
 */
bool damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int dam_type, bool show ) 
{

    OBJ_DATA *corpse;
    bool immune;
    int lost_exp;

    if  ( victim->position == POS_DEAD)
	return FALSE;

    /*
     * Stop up any residual loopholes.
     */
    if ( dam > 1000 && !IS_IMMORTAL(ch))
    {
	char buf[MAX_STRING_LENGTH];
	sprintf(buf,"%s:Damage more than 1000 points :%d",ch->name,dam);
	bug( buf,0); 
	if (IS_NPC(ch) && !IS_NPC(ch)) dam = 1000;

/*	
 *	For a 100-leveled MUD?....

	dam = 1000;
	if (!IS_IMMORTAL(ch))
	{
	    OBJ_DATA *obj;
	    obj = get_wield_char( ch );
	    send_to_char("You really shouldn't cheat.\n\r",ch);
	    if (obj)
	      extract_obj(obj);
	}
*/
    }


    if ( victim != ch )
    {
	/*
	 * Certain attacks are forbidden.
	 * Most other attacks are returned.
	 */
	if ( is_safe( ch, victim ) )
	    return FALSE;

	if ( victim->position > POS_STUNNED )
	{
	    if ( victim->fighting == NULL )
		set_fighting( victim, ch );
	    if (victim->timer <= 4)
	    	victim->position = POS_FIGHTING;
	}

	if ( victim->position > POS_STUNNED )
	{
	    if ( ch->fighting == NULL )
		set_fighting( ch, victim );

	    /*
	     * If victim is charmed, ch might attack victim's master.
	     */
	    if ( IS_NPC(ch)
	    &&   IS_NPC(victim)
	    &&   IS_AFFECTED(victim, AFF_CHARM)
	    &&   victim->master != NULL
	    &&   victim->master->in_room == ch->in_room
	    &&   number_bits( 3 ) == 0 )
	    {
		stop_fighting( ch, FALSE );
		multi_hit( ch, victim->master, TYPE_UNDEFINED );
		return FALSE;
	    }
	}

	/*
	 * More charm and group stuff.
	 */
	if ( victim->master == ch )
	    stop_follower( victim );

	if ( MOUNTED(victim) == ch || RIDDEN(victim) == ch )
	    victim->riding = ch->riding = FALSE;
    }

    /*
     * No one in combat can sneak, hide, or be invis or camoed.
     */
    if ( IS_SET(ch->affected_by, AFF_HIDE) 
	|| IS_SET(ch->affected_by, AFF_INVISIBLE)
	|| IS_SET(ch->affected_by, AFF_SNEAK)
	|| IS_SET(ch->affected_by, AFF_FADE)
	|| IS_SET(ch->affected_by, AFF_CAMOUFLAGE)
	|| IS_SET(ch->affected_by, AFF_IMP_INVIS) 
	|| CAN_DETECT(ch, ADET_EARTHFADE) )
      do_visible(ch, "");

    /*
     * Damage modifiers.
     */
    if ( IS_AFFECTED(victim, AFF_SANCTUARY) &&
	 !( (dt == gsn_cleave) && (number_percent() < 50) ) )
	dam /= 2;           
    else if ( CAN_DETECT(victim,ADET_PROTECTOR) )
        dam = (3 * dam)/5;

    if ( IS_AFFECTED(victim, AFF_PROTECT_EVIL) && IS_EVIL(ch) )
	dam -= dam / 4;

    if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD) && IS_GOOD(ch) )
	dam -= dam / 4;

    if ( CAN_DETECT(victim, ADET_AURA_CHAOS) 
	 && victim->cabal == CABAL_CHAOS
	 && (!IS_NPC(victim) && IS_SET(victim->act, PLR_WANTED)) )
	dam -= dam / 4;

    if (is_affected(victim, gsn_protection_heat) &&
	(dam_type == DAM_FIRE) )
       dam -= dam / 4;

    if (is_affected(victim, gsn_protection_cold) &&
   	 (dam_type == DAM_COLD) )
       dam -= dam / 4;

    immune = FALSE;

    if (dt > 0 && dt < MAX_SKILL )
    {
	if (CAN_DETECT(victim, ADET_ABSORB)
	   && skill_table[dt].target == TAR_CHAR_OFFENSIVE
	   && skill_table[dt].spell_fun != spell_null
	   && ch != victim
           && (number_percent() < 2*get_skill(victim, gsn_absorb)/3) 
		/* update.c damages */
	   && dt != gsn_poison
	   && dt != gsn_plague
	   && dt != gsn_witch_curse
		/* update.c damages */
           && dt != gsn_mental_knife
           && dt != gsn_lightning_breath )  
	{
          act("Your spell fails to pass $N's energy field!",ch,NULL,victim,TO_CHAR);
          act("You absorb $n's spell!",ch,NULL,victim,TO_VICT);
          act("$N absorbs $n's spell!",ch,NULL,victim,TO_NOTVICT);
          check_improve(victim,gsn_absorb,TRUE,1);
          victim->mana += skill_table[dt].min_mana;
	  return FALSE;
	}
	if (CAN_DETECT(victim, ADET_SPELLBANE)
	   && skill_table[dt].target != TAR_IGNORE
	   && skill_table[dt].spell_fun != spell_null
           && (number_percent() < 2*get_skill(victim, gsn_spellbane)/3) 
		/* update.c damages */
	   && dt != gsn_poison
	   && dt != gsn_plague
	   && dt != gsn_witch_curse
		/* spellbane passing spell damages */
           && dt != gsn_mental_knife
           && dt != gsn_lightning_breath )  
	{
          act("$N deflects your spell!",ch,NULL,victim,TO_CHAR);
          act("You deflect $n's spell!",ch,NULL,victim,TO_VICT);
          act("$N deflects $n's spell!",ch,NULL,victim,TO_NOTVICT);
          check_improve(victim,gsn_spellbane,TRUE,1);
          damage(victim,ch,3 * victim->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
	  return FALSE;
	}
    }

    /*
     * Check for parry, and dodge.
     */
    if ( dt >= TYPE_HIT && ch != victim)
    {
	/*
	 * Some funny stuf.
	 */
        if (is_affected(victim,gsn_mirror)) 
	{
	  act("$n shatters into tiny fragments of glass.",
	      victim,NULL,NULL,TO_ROOM);
	  extract_char(victim,TRUE);
	  return FALSE;
	}

        if ( check_parry( ch, victim ) )
	    return FALSE;
        if ( check_cross( ch, victim ) )
	    return FALSE;
	if ( check_block( ch, victim) )
	    return FALSE;
	if ( check_dodge( ch, victim ) )
	    return FALSE;
	if ( check_hand( ch, victim ) )
	    return FALSE;
	if ( check_blink( ch, victim ) )
	   return FALSE;
    }

    switch(check_immune(victim,dam_type))
    {
	case(IS_IMMUNE):
	    immune = TRUE;
	    dam = 0;
	    break;
	case(IS_RESISTANT):	
	    dam -= dam/3;
	    break;
	case(IS_VULNERABLE):
	    dam += dam/2;
	    break;
    }

    if ( dt != TYPE_HUNGER &&  dt >= TYPE_HIT && ch != victim ) 
    {  
	 dam = critical_strike(ch, victim, dam);
	 dam = ground_strike(ch, victim, dam);
    }

    if ( show )
      dam_message( ch, victim, dam, dt, immune ,dam_type);

    if (dam == 0)
	return FALSE;

/* temporarily second wield doesn't inflict damage */

   if (dt != TYPE_HUNGER &&
	    ( dt >= TYPE_HIT && ch != victim) )  
	check_weapon_destroy( ch, victim , FALSE);

    /*
     * Hurt the victim.
     * Inform the victim of his new state.
     * make sure that negative overflow doesn't happen!
     */
    if (dam < 0 || dam > (victim->hit + 16))
	victim->hit = -16;
    else victim->hit -= dam;

    if ( !IS_NPC(victim)
    &&   victim->level >= LEVEL_IMMORTAL
    &&   victim->hit < 1 )
	victim->hit = 1;

    update_pos( victim );

    switch( victim->position )
    {
    case POS_MORTAL:
	if ( dam_type == DAM_HUNGER || dam_type == DAM_THIRST) break;
	act( "$n is mortally wounded, and will die soon, if not aided.",
	    victim, NULL, NULL, TO_ROOM );
	send_to_char( 
	    "You are mortally wounded, and will die soon, if not aided.\n\r",
	    victim );
	break;

    case POS_INCAP:
	if ( dam_type == DAM_HUNGER || dam_type == DAM_THIRST) break;
	act( "$n is incapacitated and will slowly die, if not aided.",
	    victim, NULL, NULL, TO_ROOM );
	send_to_char(
	    "You are incapacitated and will slowly die, if not aided.\n\r",
	    victim );
	break;

    case POS_STUNNED:
	if ( dam_type == DAM_HUNGER || dam_type == DAM_THIRST) break;
	act( "$n is stunned, but will probably recover.",
	    victim, NULL, NULL, TO_ROOM );
	send_to_char("You are stunned, but will probably recover.\n\r",
	    victim );
	break;

    case POS_DEAD:
	act( "$n is DEAD!!", victim, 0, 0, TO_ROOM );
	send_to_char( "You have been KILLED!!\n\r\n\r", victim );
	break;

    default:
	if ( dam_type == DAM_HUNGER || dam_type == DAM_THIRST) break;
	if ( dam > victim->max_hit / 4 )
	    send_to_char( "That really did HURT!\n\r", victim );
	if ( victim->hit < victim->max_hit / 4 )
	    send_to_char( "You sure are BLEEDING!\n\r", victim );
	break;
    }

    /*
     * Sleep spells and extremely wounded folks.
     */
    if ( !IS_AWAKE(victim) )
	stop_fighting( victim, FALSE );

    /*
     * Payoff for killing things.
     */
    if ( victim->position == POS_DEAD )
    {
	group_gain( ch, victim );

	if ( !IS_NPC(victim) )
	{
            /*    
	     * Dying penalty:
	     * 2/3 way back.
	     */
	  
	if (victim == ch || (IS_NPC(ch) && (ch->master == NULL &&
		 ch->leader == NULL)) || IS_SET(victim->act,PLR_WANTED))
	{
	 if ( victim->exp > exp_per_level(victim,victim->pcdata->points)
				* victim->level )
	  {
	   lost_exp = (2 * ( exp_per_level(victim,victim->pcdata->points)
			* victim->level - victim->exp) / 3 ) + 50;
	   gain_exp( victim , lost_exp);
	  }
	}

	/*
	 *  Die too much and deleted ... :(
	 */
	      if ( !IS_NPC(victim) && ( victim == ch || (IS_NPC(ch) && 
                   (ch->master == NULL && ch->leader == NULL))
                   || IS_SET(victim->act,PLR_WANTED) ) )  
              {
		victim->pcdata->death++;
		if (victim->class == 9)
		 {
		  if ( (victim->pcdata->death % 3) == 2)
			{
                  victim->perm_stat[STAT_CHA]--;
                  if ( victim->pcdata->death > 10 )  {
		  char strsave[160];
		    send_to_char( 
"You became a ghost permenantly and leave the earth realm.\n\r",
			victim );
		    act( "$n is dead, and will not rise again.\n\r",victim,NULL,NULL,TO_ROOM);
		    victim->last_fight_time = -1;
		    victim->hit = 1;
		    victim->position = POS_STANDING;
                    sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( victim->name ) );
                    wiznet("$N is deleted due to 10 deaths limit of Samurai.",ch,NULL,0,0,0);
                    do_quit_count(victim,"");
                    unlink(strsave);
                    return TRUE;
							}
			}
		 }
		else  if ( ( victim->pcdata->death % 3) == 2 )  
		 {
                  victim->perm_stat[STAT_CON]--;
                  if ( victim->perm_stat[STAT_CON] < 3 )  {
		  char strsave[160];
		    send_to_char( 
"You became a ghost permenantly and leave the earth realm.\n\r",
			victim );
		    act( "$n is dead, and will not rise again.\n\r",victim,NULL,NULL,TO_ROOM);
		    victim->last_fight_time = -1;
		    victim->hit = 1;
		    victim->position = POS_STANDING;
                    sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( victim->name ) );
                    wiznet("$N is deleted due to lack of CON.",ch,NULL,0,0,0);
                    do_quit_count(victim,"");
                    unlink(strsave);
                    return TRUE;
		  }
		  else
		    send_to_char("You feel your life power has decreased with this death.\n\r", victim);
		}
	      }	
      }

	raw_kill( victim );

	/* don't remember killed victims anymore */

	if (IS_NPC(ch))
	{
	    if ( ch->pIndexData->vnum == MOB_VNUM_STALKER )
		ch->status = 10;
	    remove_mind(ch,victim->name);
	    if ( IS_SET(ch->act, ACT_HUNTER) && ch->hunting == victim )
	    {
		ch->hunting = NULL;
		REMOVE_BIT(ch->act, ACT_HUNTER);
	    }
	}

        /* RT new auto commands */

	if ( !IS_NPC(ch) && IS_NPC(victim) )
	{
	    corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); 

	    if ( IS_SET(ch->act, PLR_AUTOLOOT) &&
		 corpse && corpse->contains) /* exists and not empty */
		do_get( ch, "all corpse" );

 	    if (IS_SET(ch->act,PLR_AUTOGOLD) &&
	        corpse && corpse->contains  && /* exists and not empty */
		!IS_SET(ch->act,PLR_AUTOLOOT))
	      do_get(ch, "gold corpse");
            
	    if ( ch->class == CLASS_VAMPIRE && ch->level > 10 && corpse)
		{
		 act_color( "$C$n suck blood from $N's corpse!!$c", 
			ch, NULL,victim,TO_ROOM,POS_SLEEPING,CLR_RED_BOLD);
		 send_ch_color("$CYou suck blood from the corpse!!$c\n\r\n\r",
			ch,POS_SLEEPING,CLR_RED_BOLD );
		 gain_condition(ch,COND_BLOODLUST,3);
		}

	    if ( IS_SET(ch->act, PLR_AUTOSAC) )
       	      if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains)
		return TRUE;  /* leave if corpse has treasure */
	      else
		do_sacrifice( ch, "corpse" );
	}

	return TRUE;
    }

    if ( victim == ch )
	return TRUE;

    /*
     * Take care of link dead people.
     */
    if ( !IS_NPC(victim) && victim->desc == NULL )
    {
	if ( number_range( 0, victim->wait ) == 0 )
	{
	    if (victim->level < 11) do_recall( victim, "" );
	    else do_flee( victim, "" );
	    return TRUE;
	}
    }

    /*
     * Wimp out?
     */
    if ( IS_NPC(victim) && dam > 0 && victim->wait < PULSE_VIOLENCE / 2)
    {
	if ( ( ( IS_SET(victim->act, ACT_WIMPY) && number_bits( 2 ) == 0
	&&   victim->hit < victim->max_hit / 5) 
	||   ( IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL
	&&     victim->master->in_room != victim->in_room ) )
	|| ( CAN_DETECT(victim,ADET_FEAR) && !IS_SET(victim->act,ACT_NOTRACK) ))
	   {
	    do_flee( victim, "" );
	    victim->last_fought = NULL;
	   }
    }

    if ( !IS_NPC(victim)
    &&   victim->hit > 0
    &&   ( victim->hit <= victim->wimpy || CAN_DETECT(victim, ADET_FEAR) )
    &&   victim->wait < PULSE_VIOLENCE / 2 )
	do_flee( victim, "" );

    tail_chain( );
    return TRUE;
}

bool is_safe(CHAR_DATA *ch, CHAR_DATA *victim)
{
  if (is_safe_nomessage(ch,victim))
    {
      act("The gods protect $N.",ch,NULL,victim,TO_CHAR);
      act("The gods protect $N from $n.",ch,NULL,victim,TO_ROOM);
      return TRUE;
    }
  else return FALSE;
}
      
	
     
bool is_safe_nomessage(CHAR_DATA *ch, CHAR_DATA *victim )
{
  if (victim->fighting == ch || ch==victim)
    return FALSE;

  /* Ghosts are safe */
  if ((!IS_NPC(victim) && IS_SET(victim->act, PLR_GHOST)) ||
      (!IS_NPC(ch) && IS_SET(ch->act, PLR_GHOST)))
    return TRUE;
 
  /* link dead players whose adrenalin is not gushing are safe */
  if (!IS_NPC(victim) && ((victim->last_fight_time == -1) || 
	((current_time - victim->last_fight_time) > FIGHT_DELAY_TIME)) && 
	victim->desc == NULL) 
    return TRUE;

     if  ((!IS_NPC(ch) &&  !IS_NPC(victim) && victim->level < 5 ) || 
         ( !IS_NPC(ch) &&  !IS_NPC(victim) && ch->level < 5 ))
  return TRUE;

  /* newly death staff */
  if (!IS_IMMORTAL(ch) && !IS_NPC(victim) &&
      ((ch->last_death_time != -1 && current_time - ch->last_death_time < 600 )
      || (victim->last_death_time != -1 && 
            current_time - victim->last_death_time < 600)) )
    return TRUE;

  /* level adjustement */
  if ( ch != victim && !IS_IMMORTAL(ch) && !IS_NPC(ch) && !IS_NPC(victim) &&
  	( ch->level >= (victim->level + UMAX(4,ch->level/10 +2) )
	  ||	 ch->level <= (victim->level - UMAX(4,ch->level/10 +2)) )&&
  	( victim->level >= (ch->level + UMAX(4,victim->level/10 +2) )
		|| victim->level <= (ch->level - UMAX(4,victim->level/10 +2))) )
    return TRUE;

  return FALSE;
}


bool is_safe_spell(CHAR_DATA *ch, CHAR_DATA *victim, bool area )
{
  
    if (ch == victim && !area) 
	return TRUE;

    if (IS_IMMORTAL(victim) &&  area)
	return TRUE;

    if (is_same_group(ch,victim) && area)
      return TRUE;

    if (ch == victim && area && ch->in_room->sector_type == SECT_INSIDE)
      return TRUE;

    if ((RIDDEN(ch) == victim || MOUNTED(ch) == victim) && area)
      return TRUE;

    return is_safe(ch,victim);
}


/*
 * Check for parry.
 */
bool check_parry( CHAR_DATA *ch, CHAR_DATA *victim )
{
    int chance;

    if ( !IS_AWAKE(victim) )
	return FALSE;

    if ( get_wield_char( victim, FALSE ) == NULL )
	return FALSE;

    if ( IS_NPC(victim) )
    {
	chance	= UMIN( 40, victim->level );
    }
    else
    {
	chance	= get_skill(victim,gsn_parry) / 2;
	if ( victim->class == CLASS_WARRIOR || victim->class == CLASS_SAMURAI)
	chance *= 1.2;
    }
  

    if ( number_percent( ) >= chance + victim->level - ch->level )
	return FALSE;

    act( "You parry $n's attack.",  ch, NULL, victim, TO_VICT    );
    act( "$N parries your attack.", ch, NULL, victim, TO_CHAR    );
    check_weapon_destroyed( ch, victim, FALSE);
    if ( number_percent() >  get_skill(victim,gsn_parry) )
    {
     /* size  and weight */
     chance += ch->carry_weight / 25;
     chance -= victim->carry_weight / 20;

     if (ch->size < victim->size)
	chance += (ch->size - victim->size) * 25;
     else
	chance += (ch->size - victim->size) * 10; 


     /* stats */
     chance += get_curr_stat(ch,STAT_STR);
     chance -= get_curr_stat(victim,STAT_DEX) * 4/3;

     if (IS_AFFECTED(ch,AFF_FLYING))
	chance -= 10;

     /* speed */
     if (IS_SET(ch->off_flags,OFF_FAST))
	chance += 10;
     if (IS_SET(victim->off_flags,OFF_FAST))
	chance -= 20;

     /* level */
     chance += (ch->level - victim->level) * 2;

     /* now the attack */
     if (number_percent() < ( chance / 20  ))
     {    
	act("You couldn't manage to keep your position!",
		ch,NULL,victim,TO_VICT);
	act("You fall down!",ch,NULL,victim,TO_VICT);
	act("$N couldn't manage to hold your attack and falls down!",
		ch,NULL,victim,TO_CHAR);
	act("$n stunning force makes $N falling down.",
		ch,NULL,victim,TO_NOTVICT);

	WAIT_STATE(victim,skill_table[gsn_bash].beats);
	victim->position = POS_RESTING;
     }
    }    
    check_improve(victim,gsn_parry,TRUE,6);
    return TRUE;
}

/*
 * check blink
 */
bool check_blink( CHAR_DATA *ch, CHAR_DATA *victim )
{
    int chance;

    if ( !IS_BLINK_ON(victim) )
	return FALSE;

    if ( IS_NPC(victim) )
        return FALSE;
    else
        chance  = victim->pcdata->learned[gsn_blink] / 2;

    if ( ( number_percent( ) >= chance + victim->level - ch->level )
	|| ( number_percent( ) < 50 ) 
	|| ( victim->mana < 10 ) )
        return FALSE;

    victim->mana -= UMAX(victim->level / 10,1);

    act( "You blink out $n's attack.", ch, NULL, victim, TO_VICT    );
    act( "$N blinks out your attack.", ch, NULL, victim, TO_CHAR    );
    check_improve(victim,gsn_blink,TRUE,6);
    return TRUE;
}


/*
 * Check for shield block.
 */

bool check_block( CHAR_DATA *ch, CHAR_DATA *victim )
{
    int chance;

    if ( !IS_AWAKE(victim) )
	return FALSE;

    if ( get_shield_char( victim ) == NULL )
      return FALSE;

    if (IS_NPC(victim))
    {
      chance = 10;
    }
    else
    {
     if (get_skill(victim,gsn_shield_block) <= 1)
      	return FALSE;
     chance = get_skill(victim,gsn_shield_block) / 2;
     chance -= (victim->class == CLASS_WARRIOR) ? 0 : 10;	
    }

    if ( number_percent( ) >= chance + victim->level - ch->level )
	return FALSE;

    act( "Your shield blocks $n's attack.",  ch, NULL, victim, TO_VICT    );
    act( "$N deflects your attack with $S shield.", ch,NULL,victim,TO_CHAR);
    check_shield_destroyed( ch, victim, FALSE);
    check_improve(victim,gsn_shield_block,TRUE,6);
    return TRUE;
}



/*
 * Check for dodge.
 */
bool check_dodge( CHAR_DATA *ch, CHAR_DATA *victim )
{
    int chance;

    if ( !IS_AWAKE(victim) )
	return FALSE;

    if ( MOUNTED(victim) )
	return FALSE;

    if ( IS_NPC(victim) )
         chance  = UMIN( 30, victim->level ); 
    else {
          chance  = get_skill(victim,gsn_dodge) / 2;
    	  /* chance for high dex. */
          chance += 2 * (get_curr_stat(victim,STAT_DEX) - 20);
	 if ( victim->class == CLASS_WARRIOR || victim->class == CLASS_SAMURAI)
	    chance *= 1.2;
	if ( victim->class == CLASS_THIEF || victim->class ==CLASS_NINJA)
	    chance *= 1.1;
	 }

    if ( number_percent( ) >= chance + (victim->level - ch->level) / 2 )
        return FALSE;

    act( "You dodge $n's attack.", ch, NULL, victim, TO_VICT    );
    act( "$N dodges your attack.", ch, NULL, victim, TO_CHAR    );
   if ( number_percent() < (get_skill(victim,gsn_dodge) / 20 ) 
	&& !(IS_AFFECTED(ch,AFF_FLYING) || ch->position < POS_FIGHTING))
   {
     /* size */
     if (victim->size < ch->size)
        chance += (victim->size - ch->size) * 10;  /* bigger = harder to trip */

     /* dex */
     chance += get_curr_stat(victim,STAT_DEX);
     chance -= get_curr_stat(ch,STAT_DEX) * 3 / 2;

     if (IS_AFFECTED(victim,AFF_FLYING) )
	chance -= 10;

     /* speed */
     if (IS_SET(victim->off_flags,OFF_FAST) || IS_AFFECTED(victim,AFF_HASTE))
	chance += 10;
     if (IS_SET(ch->off_flags,OFF_FAST) || IS_AFFECTED(ch,AFF_HASTE))
	chance -= 20;

     /* level */
     chance += (victim->level - ch->level) * 2;


     /* now the attack */
     if (number_percent() < (chance / 20) )
     {
	act("$n lost his postion and fall down!",ch,NULL,victim,TO_VICT);
	act("As $N moves you lost your position fall down!",ch,NULL,victim,TO_CHAR);
	act("As $N dodges $N's attack ,$N lost his position and falls down.",ch,NULL,victim,TO_NOTVICT);

        WAIT_STATE(ch,skill_table[gsn_trip].beats);
	ch->position = POS_RESTING;
     }
    }
    check_improve(victim,gsn_dodge,TRUE,6);
    return TRUE;
}



/*
 * Check for cross.
 */
bool check_cross( CHAR_DATA *ch, CHAR_DATA *victim )
{
    int chance;

    if ( !IS_AWAKE(victim) )
	return FALSE;

    if ( get_wield_char( victim, FALSE ) == NULL ||
	      get_wield_char( victim, TRUE ) == NULL )
    	return FALSE;

    if ( IS_NPC(victim) )
    {
	chance	= UMIN( 35, victim->level );
    }
    else
    {
	chance	= get_skill(victim,gsn_cross_block) / 3;
	if ( victim->class == CLASS_WARRIOR || victim->class == CLASS_SAMURAI)
	chance *= 1.2;
    }
  

    if ( number_percent( ) >= chance + victim->level - ch->level )
	return FALSE;

    act( "Your cross blocks $n's attack.",  ch, NULL, victim, TO_VICT    );
    act( "$N's cross blocks your attack.", ch, NULL, victim, TO_CHAR    );
    check_weapon_destroyed( ch, victim, FALSE);
    if ( number_percent() >  get_skill(victim,gsn_cross_block) )
    {
     /* size  and weight */
     chance += ch->carry_weight / 25;
     chance -= victim->carry_weight / 10;

     if (ch->size < victim->size)
	chance += (ch->size - victim->size) * 25;
     else
	chance += (ch->size - victim->size) * 10; 


     /* stats */
     chance += get_curr_stat(ch,STAT_STR);
     chance -= get_curr_stat(victim,STAT_DEX) * 5/3;

     if (IS_AFFECTED(ch,AFF_FLYING))
	chance -= 20;

     /* speed */
     if (IS_SET(ch->off_flags,OFF_FAST))
	chance += 10;
     if (IS_SET(victim->off_flags,OFF_FAST))
	chance -= 20;

     /* level */
     chance += (ch->level - victim->level) * 2;

     /* now the attack */
     if (number_percent() < ( chance / 20  ))
     {    
	act("You couldn't manage to keep your position!",
		ch,NULL,victim,TO_VICT);
	act("You fall down!",ch,NULL,victim,TO_VICT);
	act("$N couldn't manage to hold your attack and falls down!",
		ch,NULL,victim,TO_CHAR);
	act("$n stunning force makes $N falling down.",
		ch,NULL,victim,TO_NOTVICT);

	WAIT_STATE(victim,skill_table[gsn_bash].beats);
	victim->position = POS_RESTING;
     }
    }    
    check_improve(victim,gsn_cross_block,TRUE,6);
    return TRUE;
}

/*
 * Check for hand.
 */
bool check_hand( CHAR_DATA *ch, CHAR_DATA *victim )
{
    int chance;

    if ( !IS_AWAKE(victim) )
	return FALSE;

    if ( get_wield_char( victim, FALSE ) != NULL )
	return FALSE;

    if ( IS_NPC(victim) )
    {
	chance	= UMIN( 35, victim->level );
    }
    else
    {
	chance	= get_skill(victim,gsn_hand_block) / 3;
	if ( victim->class == CLASS_NINJA )
		chance *= 1.5;
    }
  

    if ( number_percent( ) >= chance + victim->level - ch->level )
	return FALSE;

    act( "Your hands block $n's attack.",  ch, NULL, victim, TO_VICT    );
    act( "$N's hands block your attack.", ch, NULL, victim, TO_CHAR    );
    check_improve(victim,gsn_hand_block,TRUE,6);
    return TRUE;
}


/* 
 * Set position of a victim.
 */
void update_pos( CHAR_DATA *victim )
{
    if ( victim->hit > 0 )
    {
    	if ( victim->position <= POS_STUNNED )
	    victim->position = POS_STANDING;
	return;
    }

    if ( IS_NPC(victim) && victim->hit < 1 )
    {
	victim->position = POS_DEAD;
	return;
    }

    if ( victim->hit <= -11 )
    {
	victim->position = POS_DEAD;
	return;
    }

         if ( victim->hit <= -6 ) victim->position = POS_MORTAL;
    else if ( victim->hit <= -3 ) victim->position = POS_INCAP;
    else                          victim->position = POS_STUNNED;

    return;
}



/*
 * Start fights.
 */
void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim )
{
    if ( ch->fighting != NULL )
    {
	bug( "Set_fighting: already fighting", 0 );
	return;
    }

    if ( IS_AFFECTED(ch, AFF_SLEEP) )
	affect_strip( ch, gsn_sleep );

    ch->fighting = victim;
    ch->position = POS_FIGHTING;

    return;
}



/*
 * Stop fights.
 */
void stop_fighting( CHAR_DATA *ch, bool fBoth )
{
    CHAR_DATA *fch;

    for ( fch = char_list; fch != NULL; fch = fch->next )
    {
	if ( fch == ch || ( fBoth && fch->fighting == ch ) )
	{
	    fch->fighting	= NULL;
	    fch->position	= IS_NPC(fch) ? ch->default_pos : POS_STANDING;
	    update_pos( fch );
	}
    }

    return;
}



/*
 * Make a corpse out of a character.
 */
void make_corpse( CHAR_DATA *ch )
{
    char buf[MAX_STRING_LENGTH];
    OBJ_DATA *corpse;
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    char *name;
    int i;

    if ( IS_NPC(ch) )
    {
	name		= ch->short_descr;
	corpse		= create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
	corpse->timer	= number_range( 3, 6 );
	if ( ch->gold > 0 || ch->silver > 0)
	  {
	    if (IS_SET(ch->form,FORM_INSTANT_DECAY))
	      obj_to_room( create_money( ch->gold, ch->silver), ch->in_room);
	    else
	      obj_to_obj( create_money( ch->gold, ch->silver ), corpse );
	    ch->gold = 0;
	}
	corpse->from = str_dup(ch->short_descr);
	corpse->cost = 0;
    }
    else
      {
	if (IS_GOOD(ch))
	  i = 0;
	if (IS_EVIL(ch))
	  i = 2;
	else 
	  i = 1;

	name		= ch->name;
	corpse		= create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
	corpse->timer	= number_range( 25, 40 );
	REMOVE_BIT(ch->act,PLR_CANLOOT);
	corpse->owner = str_dup(ch->name);
	corpse->from = str_dup(ch->name);
	corpse->altar = hometown_table[ch->hometown].altar[i];
	corpse->pit = hometown_table[ch->hometown].pit[i];

	if ( ch->gold > 0 || ch->silver > 0)  
	{
	    obj_to_obj( create_money( ch->gold, ch->silver ), corpse );
	    ch->gold = 0;
	    ch->silver = 0;
	}	
	corpse->cost = 0;
    }

    corpse->level = ch->level;

    sprintf( buf, corpse->short_descr, name );
    free_string( corpse->short_descr );
    corpse->short_descr = str_dup( buf );

    sprintf( buf, corpse->description, name );
    free_string( corpse->description );
    corpse->description = str_dup( buf );

    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
    {
	obj_next = obj->next_content;
	obj_from_char( obj );
	if (obj->item_type == ITEM_POTION)
	    obj->timer = number_range(500,1000);
	if (obj->item_type == ITEM_SCROLL)
	    obj->timer = number_range(1000,2500);
	if (IS_SET(obj->extra_flags,ITEM_ROT_DEATH))  {
	    obj->timer = number_range(5,10);
	    if ( obj->item_type == ITEM_POTION )
	       obj->timer += obj->level * 20;
        }
	REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH);
	REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH);

	if ( IS_SET( obj->extra_flags, ITEM_INVENTORY )  ||
	    (obj->pIndexData->limit != -1 && 
		(obj->pIndexData->count > obj->pIndexData->limit) ) )
	  {
	    extract_obj( obj );
	    continue;
	  }
	else if (IS_SET(ch->form,FORM_INSTANT_DECAY))
	  obj_to_room(obj, ch->in_room);
	
	else 
	  obj_to_obj( obj, corpse );
    }

    obj_to_room( corpse, ch->in_room );
    return;
}


void death_cry( CHAR_DATA *ch )
{
  death_cry_org( ch, -1 );
}

/*
 * Improved Death_cry contributed by Diavolo.
 */
void death_cry_org( CHAR_DATA *ch, int part )
{
    ROOM_INDEX_DATA *was_in_room;
    char *msg;
    int door;
    int vnum;

    vnum = 0;
    msg = "You hear $n's death cry.";

    if ( part == -1 )
      part = number_bits(4);

    switch ( part )
    {
    
    case  0: msg  = "$n hits the ground ... DEAD.";			break;
    case  1: 
	if (ch->material == 0)
	{
	    msg  = "$n splatters blood on your armor.";		
	    break;
	}
    case  2: 							
	if (IS_SET(ch->parts,PART_GUTS))
	{
	    msg = "$n spills $s guts all over the floor.";
	    vnum = OBJ_VNUM_GUTS;
	}
	break;
    case  3: 
	if (IS_SET(ch->parts,PART_HEAD))
	{
	    msg  = "$n's severed head plops on the ground.";
	    vnum = OBJ_VNUM_SEVERED_HEAD;				
	}
	break;
    case  4: 
	if (IS_SET(ch->parts,PART_HEART))
	{
	    msg  = "$n's heart is torn from $s chest.";
	    vnum = OBJ_VNUM_TORN_HEART;				
	}
	break;
    case  5: 
	if (IS_SET(ch->parts,PART_ARMS))
	{
	    msg  = "$n's arm is sliced from $s dead body.";
	    vnum = OBJ_VNUM_SLICED_ARM;				
	}
	break;
    case  6: 
	if (IS_SET(ch->parts,PART_LEGS))
	{
	    msg  = "$n's leg is sliced from $s dead body.";
	    vnum = OBJ_VNUM_SLICED_LEG;				
	}
	break;
    case 7:
	if (IS_SET(ch->parts,PART_BRAINS))
	{
	    msg = "$n's head is shattered, and $s brains splash all over you.";
	    vnum = OBJ_VNUM_BRAINS;
	}
    }

    act( msg, ch, NULL, NULL, TO_ROOM );

    if ( vnum != 0 )
    {
	char buf[MAX_STRING_LENGTH];
	OBJ_DATA *obj;
	char *name;

	name		= IS_NPC(ch) ? ch->short_descr : ch->name;
	obj		= create_object( get_obj_index( vnum ), 0 );
	obj->timer	= number_range( 4, 7 );

	sprintf( buf, obj->short_descr, name );
	free_string( obj->short_descr );
	obj->short_descr = str_dup( buf );

	sprintf( buf, obj->description, name );
	free_string( obj->description );
	obj->description = str_dup( buf );

	obj->from = str_dup(name);

	if (obj->item_type == ITEM_FOOD)
	{
	    if (IS_SET(ch->form,FORM_POISON))
		obj->value[3] = 1;
	    else if (!IS_SET(ch->form,FORM_EDIBLE))
		obj->item_type = ITEM_TRASH;
	}

	obj_to_room( obj, ch->in_room );
    }

    if ( IS_NPC(ch) )
	msg = "You hear something's death cry.";
    else
	msg = "You hear someone's death cry.";

    was_in_room = ch->in_room;
    for ( door = 0; door <= 5; door++ )
    {
	EXIT_DATA *pexit;

	if ( ( pexit = was_in_room->exit[door] ) != NULL
	&&   pexit->u1.to_room != NULL
	&&   pexit->u1.to_room != was_in_room )
	{
	    ch->in_room = pexit->u1.to_room;
	    act( msg, ch, NULL, NULL, TO_ROOM );
	}
    }
    ch->in_room = was_in_room;

    return;
}


void raw_kill( CHAR_DATA *victim )
{
  raw_kill_org( victim, -1 );
  return;
}

void raw_kill_org( CHAR_DATA *victim, int part )
{

  CHAR_DATA *tmp_ch;
  OBJ_DATA *obj,*obj_next;
  int i;
  OBJ_DATA *tattoo; 
  
  stop_fighting( victim, TRUE );

  for (obj = victim->carrying;obj != NULL;obj = obj_next)
    {
      obj_next = obj->next_content;	
      if (IS_SET(obj->progtypes,OPROG_DEATH) && (obj->wear_loc != WEAR_NONE))
	if ((obj->pIndexData->oprogs->death_prog) (obj,victim))
	  {
	    victim->position = POS_STANDING;
	    return;
	  }
    }
  victim->last_fight_time = -1;
  if ( IS_SET(victim->progtypes,MPROG_DEATH))
    if ((victim->pIndexData->mprogs->death_prog) (victim))
      {
	victim->position = POS_STANDING;
	return;
      }
  
  victim->last_death_time = current_time;
 
  tattoo = get_eq_char(victim, WEAR_TATTOO); 
  if (tattoo != NULL)
    obj_from_char(tattoo);

  death_cry_org( victim, part );
  make_corpse( victim );
  
  
  if ( IS_NPC(victim) )
    {
      victim->pIndexData->killed++;
      kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++;
      extract_char( victim, TRUE );
      return;
    }
  
  send_to_char("You turn into an invincible ghost for a few minutes.\n\r",
		 victim);
    send_to_char("As long as you don't attack anything.\n\r", victim);

    extract_char( victim, FALSE );

  while ( victim->affected )
    affect_remove( victim, victim->affected );
  victim->affected_by	= 0;
  victim->detection	= 0;
  for (i = 0; i < 4; i++)
    victim->armor[i]= 100;
  victim->position	= POS_RESTING;
  victim->hit		= victim->max_hit / 10;
  victim->mana	= victim->max_mana / 10;
  victim->move	= victim->max_move;

  /* RT added to prevent infinite deaths */
  REMOVE_BIT(victim->act, PLR_WANTED); 
  REMOVE_BIT(victim->act, PLR_BOUGHT_PET);
/*  SET_BIT(victim->act, PLR_GHOST); 	*/

  victim->pcdata->condition[COND_THIRST] = 40;
  victim->pcdata->condition[COND_HUNGER] = 40;
  victim->pcdata->condition[COND_FULL] = 40;
  victim->pcdata->condition[COND_BLOODLUST] = 40;
  victim->pcdata->condition[COND_DESIRE] = 40;

  if (tattoo != NULL)
    {
      obj_to_char(tattoo, victim);
      equip_char(victim, tattoo, WEAR_TATTOO);
    }
 save_char_obj( victim ); 

  /* 
   * Calm down the tracking mobiles
   */
  for (tmp_ch = char_list; tmp_ch != NULL; tmp_ch = tmp_ch->next)
    if (tmp_ch->last_fought == victim)
      tmp_ch->last_fought = NULL;
  
  return;
}



void group_gain( CHAR_DATA *ch, CHAR_DATA *victim )
{
    char buf[MAX_STRING_LENGTH];
    CHAR_DATA *gch;
    CHAR_DATA *lch;
    int xp;
    int members;
    int group_levels;

    if ( victim == ch  
	 || (IS_NPC(victim) && victim->pIndexData->vnum < 100 ) )
	return;
    
/* quest */

    if (IS_GOLEM(ch) && ch->master != NULL 
	&& ch->master->class == CLASS_NECROMANCER) 
	gch = ch->master;
    else gch = ch;
    if (!IS_NPC(gch) && IS_QUESTOR(gch) && IS_NPC(victim))
    {
        if (gch->pcdata->questmob == victim->pIndexData->vnum)
        {
                send_to_char("You have almost completed your QUEST!\n\r",gch);
                send_to_char("Return to questmaster before your time runs out!\n\r",gch); 
                gch->pcdata->questmob = -1;
        }
    }
/* end quest */
            
    if (!IS_NPC(victim))
      return;
      
    if (IS_NPC(victim) && (victim->master != NULL || victim->leader != NULL))
      return;

    members = 1;
    group_levels = 0;
    for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
    {
	if ( is_same_group( gch, ch ) )
        {
	    if (!IS_NPC(gch) && gch != ch)
	      members++;
	    group_levels += gch->level;
	}
    }

    lch = (ch->leader != NULL) ? ch->leader : ch;

    for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
    {
	OBJ_DATA *obj;
	OBJ_DATA *obj_next;

	if ( !is_same_group( gch, ch ) || IS_NPC(gch))
	    continue;


	if ( gch->level - lch->level > 8 )
	{
	    send_to_char( "You are too high for this group.\n\r", gch );
	    continue;
	}

	if ( gch->level - lch->level < -8 )
	{
	    send_to_char( "You are too low for this group.\n\r", gch );
	    continue;
	}


	xp = xp_compute( gch, victim, group_levels,members );  
	sprintf( buf, "You receive %d experience points.\n\r", xp );
	send_to_char( buf, gch );
	gain_exp( gch, xp );

	for ( obj = ch->carrying; obj != NULL; obj = obj_next )
	{
	    obj_next = obj->next_content;
	    if ( obj->wear_loc == WEAR_NONE )
		continue;

	    if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL)    && IS_EVIL(ch)    )
	    ||   ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD)    && IS_GOOD(ch)    )
	    ||   ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
	    {
		act( "You are zapped by $p.", ch, obj, NULL, TO_CHAR );
		act( "$n is zapped by $p.",   ch, obj, NULL, TO_ROOM );
		obj_from_char( obj );
		obj_to_room( obj, ch->in_room );
	    }
	}
    }

    return;
}



/*
 * Compute xp for a kill.
 * Also adjust alignment of killer.
 * Edit this function to change xp computations.
 */
int xp_compute(CHAR_DATA *gch, CHAR_DATA *victim, int total_levels,int members)
{
  char buf[MAX_STRING_LENGTH];
  int xp;
  int base_exp;
  int level_range;
  int neg_cha=0, pos_cha=0;
  
  level_range = victim->level - gch->level;
  
  switch (level_range)
    {
    default : 	base_exp =   0;		break;
  case -9 :	base_exp =   1;		break;
  case -8 :	base_exp =   2;		break;
  case -7 :	base_exp =   5;		break;
  case -6 : 	base_exp =   9;		break;
  case -5 :	base_exp =  11;		break;
  case -4 :	base_exp =  22;		break;
  case -3 :	base_exp =  33;		break;
  case -2 :	base_exp =  43;		break;
  case -1 :	base_exp =  60;		break;
  case  0 :	base_exp =  74;		break;
  case  1 :	base_exp =  84;		break;
  case  2 :	base_exp =  99;		break;
  case  3 :	base_exp = 121;		break;
  case  4 :	base_exp = 143;		break;
  } 
  
  if (level_range > 4)
    base_exp = 140 + 20 * (level_range - 4);
  
    
  /* calculate exp multiplier */
  if (IS_SET(victim->act,ACT_NOALIGN))
    xp = base_exp;
  
  /* alignment */  
  else if ((IS_EVIL(gch) && IS_GOOD(victim)) || (IS_EVIL(victim) && IS_GOOD(gch)))
    xp = base_exp * 8/5;
  
  else if ( IS_GOOD(gch) && IS_GOOD(victim) )
    xp = 0;

  else if ( !IS_NEUTRAL(gch) && IS_NEUTRAL(victim) )
    xp = base_exp * 1.1;

  else if ( IS_NEUTRAL(gch) && !IS_NEUTRAL(victim) )
    xp = base_exp * 1.3;

  else xp = base_exp;

    /* more exp at the low levels */
    if (gch->level < 6)
    	xp = 15 * xp / (gch->level + 4);

    /* randomize the rewards */
    xp = number_range (xp * 3/4, xp * 5/4);

    /* adjust for grouping */
    xp = xp * gch->level/total_levels;

    if (members == 2 || members == 3)
      xp *= ( 3 / 2);

    if (gch->level < 15) 
	 xp = UMIN((250 + dice(1,25)),xp);
    else if (gch->level < 40)  
	xp = UMIN((225 + dice(1,20)),xp);
    else if (gch->level < 60)  
	xp = UMIN((200 + dice(1,20)),xp);
    else xp = UMIN((180 + dice(1,20)),xp);

    xp += (xp * ( gch->max_hit - gch->hit )) / (gch->max_hit * 5 );

    if (IS_GOOD(gch))
	{
	 if (IS_GOOD(victim)) { gch->pcdata->anti_killed++; neg_cha = 1; }
	 else if (IS_NEUTRAL(victim)) {gch->pcdata->has_killed++; pos_cha =1;}
	 else if (IS_EVIL(victim)) {gch->pcdata->has_killed++; pos_cha = 1;}
	}

    if (IS_NEUTRAL(gch))
	{
	 if (xp > 0)
	 {
	  if (IS_GOOD(victim)) {gch->pcdata->has_killed++; pos_cha = 1;}
	  else if (IS_NEUTRAL(victim)) {gch->pcdata->anti_killed++; neg_cha = 1;}
	  else if (IS_EVIL(victim)) {gch->pcdata->has_killed++; pos_cha =1;}
	 }
	}

    if (IS_EVIL(gch))
	{
	 if (xp > 0)
	 {
	  if (IS_GOOD(victim)) {gch->pcdata->has_killed++; pos_cha = 1;}
	  else if (IS_NEUTRAL(victim)) {gch->pcdata->has_killed++; pos_cha = 1;}
	  else if (IS_EVIL(victim)) {gch->pcdata->anti_killed++; neg_cha = 1;}
	 }
	}

 if ( neg_cha )
  {
    if ( (gch->pcdata->anti_killed % 100) == 99 )
	{
	 sprintf(buf,"You have killed %d %s up to now.\n\r",
			gch->pcdata->anti_killed,
		IS_GOOD(gch) ? "goods" :
		IS_NEUTRAL(gch) ? "neutrals" :
		IS_EVIL(gch) ? "evils" : "nones" );
	 send_to_char(buf,gch);
	 if (gch->perm_stat[STAT_CHA] > 3 && IS_GOOD(gch) ) 
	 {
	  send_to_char("So your charisma has reduced by one.\n\r", gch);
	  gch->perm_stat[STAT_CHA] -= 1;
	 }
	}
   }
  else if ( pos_cha )
   {
    if ( (gch->pcdata->has_killed % 200) == 199 )
	{
	 sprintf(buf,"You have killed %d %s up to now.\n\r",
			gch->pcdata->anti_killed,
		IS_GOOD(gch) ? "anti-goods" :
		IS_NEUTRAL(gch) ? "anti-neutrals" :
		IS_EVIL(gch) ? "anti-evils" : "nones" );
	  send_to_char(buf,gch);
	  if (gch->perm_stat[STAT_CHA] < get_max_train( gch, STAT_CHA) 
		&& IS_GOOD(gch) )
	  {
	   send_to_char("So your charisma has increased by one.\n\r", gch);
	   gch->perm_stat[STAT_CHA] += 1;
	  }
	 }
   }
    return xp;
}


void dam_message( CHAR_DATA *ch, CHAR_DATA *victim,int dam,int dt,bool immune ,int dam_type) 
{
    char buf1[256], buf2[256], buf3[256];
    const char *vs;
    const char *vp;
    const char *attack;
    char punct;

	 if ( dam ==   0 ) { vs = "miss";	vp = "misses";		}
    else if ( dam <=   4 ) { vs = "scratch";	vp = "scratches";	}
    else if ( dam <=   8 ) { vs = "graze";	vp = "grazes";		}
    else if ( dam <=  12 ) { vs = "hit";	vp = "hits";		}
    else if ( dam <=  16 ) { vs = "injure";	vp = "injures";		}
    else if ( dam <=  20 ) { vs = "wound";	vp = "wounds";		}
    else if ( dam <=  24 ) { vs = "maul";       vp = "mauls";		}
    else if ( dam <=  28 ) { vs = "decimate";	vp = "decimates";	}
    else if ( dam <=  32 ) { vs = "devastate";	vp = "devastates";	}
    else if ( dam <=  36 ) { vs = "maim";	vp = "maims";		}
    else if ( dam <=  42 ) { vs = "MUTILATE";	vp = "MUTILATES";	}
    else if ( dam <=  52 ) { vs = "DISEMBOWEL";	vp = "DISEMBOWELS";	}
    else if ( dam <=  65 ) { vs = "DISMEMBER";	vp = "DISMEMBERS";	}
    else if ( dam <=  80 ) { vs = "MASSACRE";	vp = "MASSACRES";	}
    else if ( dam <=  100 ) { vs = "MANGLE";	vp = "MANGLES";		}
    else if ( dam <=  130 ) { vs = "*** DEMOLISH ***";
			     vp = "*** DEMOLISHES ***";			}
    else if ( dam <= 175 ) { vs = "*** DEVASTATE ***";
			     vp = "*** DEVASTATES ***";			}
    else if ( dam <= 250)  { vs = "=== OBLITERATE ===";
			     vp = "=== OBLITERATES ===";		}
    else if ( dam <= 325)  { vs = "==== ATOMIZE ====";
			     vp = "==== ATOMIZES ====";	}
    else if ( dam <= 400)  { vs = "<*> <*> ANNIHILATE <*> <*>";
			     vp = "<*> <*> ANNIHILATES <*> <*>";	}
    else if ( dam <= 500)  { vs = "<*>!<*> ERADICATE <*>!<*>";
			     vp = "<*>!<*> ERADICATES <*>!<*>";	}
    else if ( dam <= 650)  { vs = "<*><*><*> ELECTRONIZE <*><*><*>";
			     vp = "<*><*><*> ELECTRONIZES <*><*><*>";	}
    else if ( dam <= 800)  { vs = "(<*>)!(<*>) SKELETONIZE (<*>)!(<*>)";
			     vp = "(<*>)!(<*>) SKELETONIZES (<*>)!(<*>)";}
    else if ( dam <= 1000)  { vs = "(*)!(*)!(*) NUKE (*)!(*)!(*)";
			     vp = "(*)!(*)!(*) NUKES (*)!(*)!(*)";	}
    else if ( dam <= 1250)  { vs = "(*)!<*>!(*) TERMINATE (*)!<*>!(*)";
			     vp = "(*)!<*>!(*) TERMINATES (*)!<*>!(*)";	}
    else if ( dam <= 1500)  { vs = "<*>!(*)!<*>> TEAR UP <<*)!(*)!<*>";
			     vp = "<*>!(*)!<*>> TEARS UP <<*)!(*)!<*>";	}
    else                   { vs = "\007=<*) (*>= ! POWER HIT ! =<*) (*>=\007";
			     vp = "\007=<*) (*>= ! POWER HITS ! =<*) (*>=\007";}

    if (victim->level < 20 )	punct   = (dam <= 24) ? '.' : '!';
    else if (victim->level < 50)  punct = (dam <= 50 ) ? '.' : '!';
    else punct = (dam <= 75) ? '.' : '!';

    if ( (dt == TYPE_HIT)  || (dt == TYPE_HUNGER) )
    {
	if (ch  == victim)
	{
	  if ( dam_type == DAM_HUNGER )
	  {
	    sprintf( buf1, "$n's hunger $C%s$c $mself%c",vp,punct);
	    sprintf( buf2, "Your hunger $C%s$c yourself%c",vs,punct);
	  }

	  else if ( dam_type == DAM_THIRST )
	  {
	    sprintf( buf1, "$n's thirst $C%s$c $mself%c",vp,punct);
	    sprintf( buf2, "Your thirst $C%s$c yourself%c",vs,punct);
	  }
	  else if ( dam_type == DAM_LIGHT_V )
	  {
	    sprintf( buf1, "The light of room $C%s$c $n!%c",vp,punct);
	    sprintf( buf2, "The light of room $C%s$c you!%c",vs,punct);
	  }
	  else if ( dam_type == DAM_TRAP_ROOM )
	  {
	    sprintf( buf1, "The trap at room $C%s$c $n!%c",vp,punct);
	    sprintf( buf2, "The trap at room $C%s$c you!%c",vs,punct);
	  }
	  else {
	    sprintf( buf1, "$n $C%s$c $mself%c",vp,punct);
	    sprintf( buf2, "You $C%s$c yourself%c",vs,punct);
		}
	}
	else
	{
	    sprintf( buf1, "$n $C%s$c $N%c",  vp, punct );
	    sprintf( buf2, "You $C%s$c $N%c", vs, punct );
	    sprintf( buf3, "$n $C%s$c you%c", vp, punct );
	}
    }

    else
    {
	if ( dt >= 0 && dt < MAX_SKILL )
	    attack	= skill_table[dt].noun_damage;
	else if ( dt >= TYPE_HIT
	&& dt <= TYPE_HIT + MAX_DAMAGE_MESSAGE) 
	    attack	= attack_table[dt - TYPE_HIT].noun;
	else
	{
	    bug( "Dam_message: bad dt %d.", dt );
	    dt  = TYPE_HIT;
	    attack  = attack_table[0].name;
	}

	if (immune)
	{
	    if (ch == victim)
	    {
		sprintf(buf1,"$n is unaffected by $s own %s.",attack);
		sprintf(buf2,"Luckily, you are immune to that.");
	    } 
	    else
	    {
	    	sprintf(buf1,"$N is unaffected by $n's %s!",attack);
	    	sprintf(buf2,"$N is unaffected by your %s!",attack);
	    	sprintf(buf3,"$n's %s is powerless against you.",attack);
	    }
	}
	else
	{
	    if (ch == victim)
	    {
		sprintf( buf1, "$n's %s $C%s$c $m%c",attack,vp,punct);
		sprintf( buf2, "Your %s $C%s$c you%c",attack,vp,punct);
	    }
	    else
	    {
	    	sprintf( buf1, "$n's %s $C%s$c $N%c",  attack, vp, punct );
	    	sprintf( buf2, "Your %s $C%s$c $N%c",  attack, vp, punct );
	    	sprintf( buf3, "$n's %s $C%s$c you%c", attack, vp, punct );
	    }
	}
    }

    if (ch == victim)
    {
	act_color(buf1,ch,NULL,NULL,TO_ROOM,POS_RESTING,CLR_RED);
	act_color(buf2,ch,NULL,NULL,TO_CHAR,POS_RESTING,CLR_RED_BOLD);
    }
    else
    {
    	act_color( buf1, ch, NULL, victim, TO_NOTVICT,POS_RESTING,CLR_RED );
    	act_color( buf2, ch, NULL, victim, TO_CHAR,POS_RESTING,CLR_RED_BOLD );
    	act_color( buf3, ch, NULL, victim, TO_VICT,POS_RESTING,CLR_RED_BOLD );
    }

    return;
}


void do_kill( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *wield;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Kill whom?\n\r", ch );
	return;
    }

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( is_safe( ch, victim ) )
	return;

    if ( ch->position == POS_FIGHTING)
    {
      if (victim == ch->fighting)
	send_to_char( "You do the best you can!\n\r", ch );
      else if (victim->fighting != ch)
	send_to_char("One battle at a time, please.\n\r",ch);
      else 
	{
	  act( "You start aiming at $N.",ch,NULL,victim,TO_CHAR);
	  ch->fighting = victim;
	}
	return;
    }

    if ( !IS_NPC(victim) )
    {
        send_to_char( "You must MURDER a player.\n\r", ch );
        return;
    }

    if ( victim == ch )
    {
	send_to_char( "You hit yourself.  Ouch!\n\r", ch );
	multi_hit( ch, ch, TYPE_UNDEFINED );
	return;
    }


    if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
    {
	act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
	return;
    }

    
    WAIT_STATE( ch, 1 * PULSE_VIOLENCE );

    if (!ch_skill_nok_nomessage(ch,gsn_mortal_strike)
	&& (wield = get_wield_char(ch,FALSE)) != NULL 
	&& wield->level > (victim->level - 5) 
	&& cabal_ok(ch,gsn_mortal_strike) )
     {
      int chance = 1 + get_skill(ch,gsn_mortal_strike) / 30;
      chance += (ch->level - victim->level) / 2;
      if (number_percent() < chance)
	{
	 act_color("$CYour flash strike instantly slays $N!$c",
		ch,NULL,victim,TO_CHAR,POS_RESTING,CLR_RED);
	 act_color("$C$n flash strike instantly slays $N!$c",
		ch,NULL,victim,TO_NOTVICT,POS_RESTING,CLR_RED);
	 act_color("$C$n flash strike instantly slays you!$c",
		ch,NULL,victim,TO_VICT,POS_DEAD,CLR_RED);
	 damage(ch,victim,(victim->hit + 1),gsn_mortal_strike,DAM_NONE, TRUE);
	 check_improve( ch,gsn_mortal_strike, TRUE, 1);
	 return;
	}
      else check_improve( ch,gsn_mortal_strike, FALSE, 3);
     }

    multi_hit( ch, victim, TYPE_UNDEFINED );
    return;
}



void do_murde( CHAR_DATA *ch, char *argument )
{
    send_to_char( "If you want to MURDER, spell it out.\n\r", ch );
    return;
}



void do_murder( CHAR_DATA *ch, char *argument )
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *wield;

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( "Murder whom?\n\r", ch );
	return;
    }

    if (IS_AFFECTED(ch,AFF_CHARM) || (IS_NPC(ch) && IS_SET(ch->act,ACT_PET)))
	return;

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( victim == ch )
    {
	send_to_char( "Suicide is a mortal sin.\n\r", ch );
	return;
    }

    if ( is_safe( ch, victim ) )
	return;

    if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
    {
	act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR );
	return;
    }

    if ( ch->position == POS_FIGHTING )
    {
	send_to_char( "You do the best you can!\n\r", ch );
	return;
    }

    WAIT_STATE( ch, 1 * PULSE_VIOLENCE );
    if (!can_see(victim, ch))
      do_yell(victim, "Help! I am being attacked by someone!");
    else
      {
	if (IS_NPC(ch))
	  sprintf(buf, "Help! I am being attacked by %s!",ch->short_descr);
	else 
	  sprintf( buf, "Help!  I am being attacked by %s!", 
		  (is_affected(ch,gsn_doppelganger) && !IS_IMMORTAL(victim)) ?
		  ch->doppel->name : ch->name );
	do_yell( victim, buf );
      }

    if (!ch_skill_nok_nomessage(ch,gsn_mortal_strike)
	&& (wield = get_wield_char(ch,FALSE)) != NULL 
	&& wield->level > (victim->level - 5) 
	&& cabal_ok(ch,gsn_mortal_strike) )
     {
      int chance = 1 + get_skill(ch,gsn_mortal_strike) / 30;
      chance += (ch->level - victim->level) / 2;
      if (number_percent() < chance)
	{
	 act_color("$CYour flash strike instantly slays $N!$c",
		ch,NULL,victim,TO_CHAR,POS_RESTING,CLR_RED);
	 act_color("$C$n flash strike instantly slays $N!$c",
		ch,NULL,victim,TO_NOTVICT,POS_RESTING,CLR_RED);
	 act_color("$C$n flash strike instantly slays you!$c",
		ch,NULL,victim,TO_VICT,POS_DEAD,CLR_RED);
	 damage(ch,victim,(victim->hit + 1),gsn_mortal_strike,DAM_NONE, TRUE);
	 check_improve( ch,gsn_mortal_strike, TRUE, 1);
	 return;
	}
      else check_improve( ch,gsn_mortal_strike, FALSE, 3);
     }

    multi_hit( ch, victim, TYPE_UNDEFINED );
    return;
}


void do_flee( CHAR_DATA *ch, char *argument )
{
    ROOM_INDEX_DATA *was_in;
    ROOM_INDEX_DATA *now_in;
    CHAR_DATA *victim;
    int attempt;

    if (RIDDEN(ch))	
    {
	send_to_char( "You should ask to your rider!\n\r", ch );
	return;
    }

    if (MOUNTED(ch))
	do_dismount(ch,"");
    
    if ( ( victim = ch->fighting ) == NULL )
    {
        if ( ch->position == POS_FIGHTING )
            ch->position = POS_STANDING;
	send_to_char( "You aren't fighting anyone.\n\r", ch );
	return;
    }

    if ((ch->class == 9) && (ch->level >=10) )
	{
	 send_to_char( "Your honour doesn't let you flee, try dishonoring yourself.\n\r", ch );
	 return; 
	}

    was_in = ch->in_room;
    for ( attempt = 0; attempt < 6; attempt++ )
    {
	EXIT_DATA *pexit;
	int door;

	door = number_door( );
	if ( ( pexit = was_in->exit[door] ) == 0
	||   pexit->u1.to_room == NULL
	|| ( IS_SET(pexit->exit_info, EX_CLOSED) 
      && (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS))
      &&   !IS_TRUSTED(ch,ANGEL) )
	|| ( IS_SET(pexit->exit_info , EX_NOFLEE) )
	|| ( IS_NPC(ch)
	&&   IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) )
	    continue;

	move_char( ch, door, FALSE );
	if ( ( now_in = ch->in_room ) == was_in )
	    continue;

	ch->in_room = was_in;
	act( "$n has fled!", ch, NULL, NULL, TO_ROOM );
	ch->in_room = now_in;

	if ( !IS_NPC(ch) )
	{
	    send_to_char( "You flee from combat!  You lose 10 exps.\n\r", ch );
	    if ((ch->class == 9) && (ch->level >=10) ) 
			gain_exp( ch,( -1 * ch->level ) );
	    else  gain_exp( ch, -10 );
	}
	else
	  ch->last_fought = NULL;  

	stop_fighting( ch, TRUE );
	return;
    }

    send_to_char( "PANIC! You couldn't escape!\n\r", ch );
    return;
}



void do_sla( CHAR_DATA *ch, char *argument )
{
    send_to_char( "If you want to SLAY, spell it out.\n\r", ch );
    return;
}



void do_slay( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    char arg[MAX_INPUT_LENGTH];

    one_argument( argument, arg );
    if ( arg[0] == '\0' )
    {
	send_to_char( "Slay whom?\n\r", ch );
	return;
    }

    if ( ( victim = get_char_room( ch, arg ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( ch == victim )
    {
	send_to_char( "Suicide is a mortal sin.\n\r", ch );
	return;
    }

    if ( !IS_NPC(victim) && victim->level >= get_trust(ch) 
	 && !(IS_NPC(ch) && ch->cabal != CABAL_NONE && !IS_IMMORTAL(victim)) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    act( "You slay $M in cold blood!",  ch, NULL, victim, TO_CHAR    );
    act( "$n slays you in cold blood!", ch, NULL, victim, TO_VICT    );
    act( "$n slays $N in cold blood!",  ch, NULL, victim, TO_NOTVICT );
    raw_kill( victim );
    return;
}

/*
 * Check for obj dodge.
 */
bool check_obj_dodge( CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj, int bonus )
{
    int chance;

    if ( !IS_AWAKE(victim) || MOUNTED(victim) )
	return FALSE;

    if ( IS_NPC(victim) )
         chance  = UMIN( 30, victim->level ); 
    else {
          chance  = get_skill(victim,gsn_dodge) / 2;
    	  /* chance for high dex. */
          chance += 2 * (get_curr_stat(victim,STAT_DEX) - 20);
	 if ( victim->class == CLASS_WARRIOR || victim->class == CLASS_SAMURAI)
	    chance *= 1.2;
	if ( victim->class == CLASS_THIEF || victim->class ==CLASS_NINJA)
	    chance *= 1.1;
	 }

    chance -= (bonus - 90);
    chance /= 2;
    if ( number_percent( ) >= chance && 
	 (IS_NPC(victim) || victim->cabal != CABAL_BATTLE ))
        return FALSE;

    if (!IS_NPC(victim) && victim->cabal == CABAL_BATTLE 
	  && IS_SET(victim->act,PLR_CANINDUCT))
    {
     act("You catch $p that had been shot to you.",ch,obj,victim,TO_VICT);
     act("$N catches $p that had been shot to $M.",ch,obj,victim,TO_CHAR);
     act("$n catches $p that had been shot to $m.",victim,obj,ch,TO_NOTVICT);
     obj_to_char(obj,victim);
     return TRUE;
    }

    act("You dodge $p that had been shot to you.",ch,obj,victim,TO_VICT);
    act("$N dodges $p that had been shot to $M.",ch,obj,victim,TO_CHAR);
    act("$n dodges $p that had been shot to $m.",victim,obj,ch,TO_NOTVICT);
    obj_to_room(obj,victim->in_room);
    check_improve(victim,gsn_dodge,TRUE,6);

    return TRUE;
}



void do_dishonor( CHAR_DATA *ch, char *argument )
{
    ROOM_INDEX_DATA *was_in;
    ROOM_INDEX_DATA *now_in;
    CHAR_DATA *gch;
    char buf[MAX_STRING_LENGTH];
    int attempt,level = 0;

    if (RIDDEN(ch))	
    {
	send_to_char( "You should ask to your rider!\n\r", ch );
	return;
    }

    if ((ch->class != 9) || (ch->level <10) )
	{
	 send_to_char( "Which honor?.\n\r", ch );
	 return; 
	}

    if ( ch->fighting == NULL )
    {
        if ( ch->position == POS_FIGHTING )
            ch->position = POS_STANDING;
	send_to_char( "You aren't fighting anyone.\n\r", ch );
	return;
    }

    for ( gch = char_list; gch != NULL; gch = gch->next )
	{
	  if ( is_same_group( gch, ch->fighting ) 
		|| gch->fighting == ch )
		level += gch->level;
	}

    if ( (ch->fighting->level - ch->level) < 5
         &&  ch->level > (level / 3))
	{
	 send_to_char( "Your fighting doesn't worth to dishonor yourself.\n\r", ch );
	 return; 
	}

    was_in = ch->in_room;
    for ( attempt = 0; attempt < 6; attempt++ )
    {
	EXIT_DATA *pexit;
	int door;

	door = number_door( );
	if ( ( pexit = was_in->exit[door] ) == 0
	||   pexit->u1.to_room == NULL
	|| ( IS_SET(pexit->exit_info, EX_CLOSED) 
      && (!IS_AFFECTED(ch, AFF_PASS_DOOR) || IS_SET(pexit->exit_info,EX_NOPASS))
      &&   !IS_TRUSTED(ch,ANGEL) )
	|| ( IS_SET(pexit->exit_info , EX_NOFLEE) )
	|| ( IS_NPC(ch)
	&&   IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) ) )
	    continue;

	move_char( ch, door, FALSE );
	if ( ( now_in = ch->in_room ) == was_in )
	    continue;

	ch->in_room = was_in;
	act( "$n has dishonored $mself!", ch, NULL, NULL, TO_ROOM );
	ch->in_room = now_in;

	if ( !IS_NPC(ch) )
	{
	  send_to_char("You dishonored yourself and flee from combat.\n\r",ch);
	  sprintf(buf,"You lose %d exps.\n\r",ch->level);
	  send_to_char( buf, ch );
	  gain_exp( ch, -(ch->level) );
	}
	else
	  ch->last_fought = NULL;  

	stop_fighting( ch, TRUE );
    	if (MOUNTED(ch))
		do_dismount(ch,"");
    
	return;
    }

    send_to_char( "PANIC! You couldn't escape!\n\r", ch );
    return;
}



bool mob_cast_cleric( CHAR_DATA *ch, CHAR_DATA *victim )
{
    char *spell;
    int sn;

    for ( ;; )
    {
        int min_level;

        switch ( number_bits( 4 ) )
        {
        case  0: min_level =  0; spell = "blindness";      break;
        case  1: min_level =  3; spell = "cause serious";  break;
        case  2: min_level =  7; spell = "earthquake";     break;
        case  3: min_level =  9; spell = "cause critical"; break;
        case  4: min_level = 10; spell = "dispel evil";    break;
        case  5: min_level = 12; spell = "curse";          break;
        case  6: min_level = 14; spell = "cause critical"; break;
        case  7: min_level = 18; spell = "flamestrike";    break;
        case  8:
        case  9:
        case 10: min_level = 20; spell = "harm";           break;
        case 11: min_level = 25; spell = "plague";         break;
	case 12:
        case 13: min_level = 45; spell = "severity force"; break;
        default: min_level = 26; spell = "dispel magic";   break;
        }

        if ( ch->level >= min_level )
            break;
    }


    if ( ( sn = skill_lookup( spell ) ) < 0 )
        return FALSE;
    say_spell(ch,sn);
    (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim,TARGET_CHAR);
    return TRUE;
}

bool mob_cast_mage( CHAR_DATA *ch, CHAR_DATA *victim )
{
    char *spell;
    int sn;

    for ( ;; )
    {
        int min_level;

        switch ( number_bits( 4 ) )
        {
        case  0: min_level =  0; spell = "blindness";      break;
        case  1: min_level =  3; spell = "chill touch";    break;
        case  2: min_level =  7; spell = "weaken";         break;
        case  3: min_level =  9; spell = "teleport";       break;
        case  4: min_level = 14; spell = "colour spray";   break;
        case  5: min_level = 19; spell = "caustic font";   break;
        case  6: min_level = 25; spell = "energy drain";   break;
        case  7:
        case  8:
        case  9: min_level = 35; spell = "caustic font";       break;
        case 10: min_level = 40; spell = "plague";         break;
	case 11:
	case 12:
        case 13: min_level = 40; spell = "acid arrow";     break;
        default: min_level = 55; spell = "acid blast";     break;
        }

        if ( ch->level >= min_level )
            break;
    }


    if ( ( sn = skill_lookup( spell ) ) < 0 )
        return FALSE;

    say_spell(ch,sn);
    (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim,TARGET_CHAR);
    return TRUE;
}

